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303 Commits

Author SHA1 Message Date
NewSoupVi
eaf352daaf MultiServer: Correct tying of Context.groups 2025-01-11 22:01:05 +01:00
Alchav
29b34ca9fd Pokémon R/B: Fix Route 11-E to Route-12-W logic (#4435) 2025-01-11 01:31:29 +01:00
Fabian Dill
d97ee5d209 Core: update certifi (#4453) 2025-01-10 23:28:57 +01:00
Fabian Dill
c2bd9df0f7 Subnautica: fix typo and remove no longer used logger (#4456) 2025-01-10 23:28:38 +01:00
Scipio Wright
112bfe0933 TUNIC: Logic for Beneath the Vault Bridge Switch #4432 2025-01-10 22:48:15 +01:00
Alchav
96b500679d LTTP: Add missing GT Pre-Moldorm Bomb Wall Logic (#4440) 2025-01-10 22:40:50 +01:00
Scipio Wright
258ea10c52 TUNIC: Modify UT support to make a better pattern (#3860)
* Modify UT support to make a better pattern

* Handle keyerror for logic_rules option

* Missed self.passthrough value setting

* Less laziness for passthrough

* Remove extra newline

* Fix missing using_ut = True, also remove now unnecessary try except since 0.5.1 is out

* New UT thing, it goes in this PR because it's been open for 5 months for a very very tiny change
2025-01-10 21:49:13 +01:00
lordlou
043ba418ec SM generate without rom (#3460)
* - SM now displays message when getting an item outside for someone else (fills ROM item table)

This is dependant on modifications done to sm_randomizer_rom project

* First working MultiWorld SM

* some missing things:

- player name inject in ROM and get in client
- end game get from ROM in client
- send self item to server
- add player names table in ROM

* replaced CollectionState inheritance from SMBoolManager with a composition of an array of it (required to generation more than one SM world, which is still fails but is better)

* - reenabled balancing

* post rebase fixes

* updated SmClient.py

* + added VariaRandomizer LICENSE

* + added sm_randomizer_rom project (which builds sm.ips)

* Moved VariaRandomizer and sm_randomizer_rom projects inside worlds/sm and done some cleaning

* properly revert change made to CollectionState and more cleaning

* Fixed multiworld support patch not working with VariaRandomizer's

* missing file commit

* Fixed syntax error in unused code to satisfy Linter

* Revert "Fixed multiworld support patch not working with VariaRandomizer's"

This reverts commit fb3ca18528bb331995e3d3051648c8f84d04c08b.

* many fixes and improovement

- fixed seeded generation
- fixed broken logic when more than one SM world
- added missing rules for inter-area transitions
- added basic patch presence for logic
- added DoorManager init call to reflect present patches for logic
- moved CollectionState addition out of BaseClasses into SM world
- added condition to apply progitempool presorting only if SM world is present
- set Bosses item id to None to prevent them going into multidata
- now use get_game_players

* first working (most of the time) progression generation for SM using VariaRandomizer's rules, items, locations and accessPoint (as regions)

* first working single-world randomized SM rom patches

* - SM now displays message when getting an item outside for someone else (fills ROM item table)

This is dependant on modifications done to sm_randomizer_rom project

* First working MultiWorld SM

* some missing things:

- player name inject in ROM and get in client
- end game get from ROM in client
- send self item to server
- add player names table in ROM

* replaced CollectionState inheritance from SMBoolManager with a composition of an array of it (required to generation more than one SM world, which is still fails but is better)

* - reenabled balancing

* post rebase fixes

* updated SmClient.py

* + added VariaRandomizer LICENSE

* + added sm_randomizer_rom project (which builds sm.ips)

* Moved VariaRandomizer and sm_randomizer_rom projects inside worlds/sm and done some cleaning

* properly revert change made to CollectionState and more cleaning

* Fixed multiworld support patch not working with VariaRandomizer's

* missing file commit

* Fixed syntax error in unused code to satisfy Linter

* Revert "Fixed multiworld support patch not working with VariaRandomizer's"

This reverts commit fb3ca18528bb331995e3d3051648c8f84d04c08b.

* many fixes and improovement

- fixed seeded generation
- fixed broken logic when more than one SM world
- added missing rules for inter-area transitions
- added basic patch presence for logic
- added DoorManager init call to reflect present patches for logic
- moved CollectionState addition out of BaseClasses into SM world
- added condition to apply progitempool presorting only if SM world is present
- set Bosses item id to None to prevent them going into multidata
- now use get_game_players

* Fixed multiworld support patch not working with VariaRandomizer's

Added stage_fill_hook to set morph first in progitempool
Added back VariaRandomizer's standard patches

* + added missing files from variaRandomizer project

* + added missing variaRandomizer files (custom sprites)

+ started integrating VariaRandomizer options (WIP)

* Some fixes for player and server name display

- fixed player name of 16 characters reading too far in SM client
- fixed 12 bytes SM player name limit (now 16)
- fixed server name not being displayed in SM when using server cheat ( now displays RECEIVED FROM ARCHIPELAGO)
- request: temporarly changed default seed names displayed in SM main menu to OWTCH

* Fixed Goal completion not triggering in smClient

* integrated VariaRandomizer's options into AP (WIP)

- startAP is working
- door rando is working
- skillset is working

* - fixed itemsounds.ips crash by always including nofanfare.ips into multiworld.ips (itemsounds is now always applied and "itemsounds" preset must always be "off")

* skillset are now instanced per player instead of being a singleton class

* RomPatches are now instanced per player instead of being a singleton class

* DoorManager is now instanced per player instead of being a singleton class

* - fixed the last bugs that prevented generation of >1 SM world

* fixed crash when no skillset preset is specified in randoPreset (default to "casual")

* maxDifficulty support and itemsounds removal

- added support for maxDifficulty
- removed itemsounds patch as its always applied from multiworld patch for now

* Fixed bad merge

* Post merge adaptation

* fixed player name length fix that got lost with the merge

* fixed generation with other game type than SM

* added default randoPreset json for SM in playerSettings.yaml

* fixed broken SM client following merge

* beautified json skillset presets

* Fixed ArchipelagoSmClient not building

* Fixed conflict between mutliworld patch and beam_doors_plms patch

- doorsColorsRando now working

* SM generation now outputs APBP

- Fixed paths for patches and presets when frozen

* added missing file and fixed multithreading issue

* temporarily set data_version = 0

* more work

- added support for AP starting items
- fixed client crash with gamemode being None
- patch.py "compatible_version" is now 3

* commited missing asm files

fixed start item reserve breaking game (was using bad write offset when patching)

* Nothing item are now handled game-side. the game will now skip displaying a message box for received Nothing item (but the client will still receive it).

fixed crash in SMClient when loosing connection to SNI

* fixed No Energy Item missing its ID

fixed Plando

* merge post fixes

* fixed start item Grapple, XRay and Reserve HUD, as well as graphic beams (except ice palette color)

* fixed freeze in blue brinstar caused by Varia's custom PLM not being filled with proper Multiworld PLM address (altLocsAddresses)

* fixed start item x-ray HUD display

* Fixed start items being sent by the server (is all handled in ROM)

Start items are now not removed from itempool anymore
Nothing Item is now local_items so no player will ever pickup Nothing. Doing so reduces contribution of this world to the Multiworld the more Nothing there is though.
Fixed crash (and possibly passing but broken) at generation where the static list of IPSPatches used by all SM worlds was being modified

* fixed settings that could be applied to any SM players

* fixed auth to server only using player name (now does as ALTTP to authenticate)

* - fixed End Credits broken text

* added non SM item name display

* added all supported SM options in playerSettings.yaml

* fixed locations needing a list of parent regions (now generate a region for each location with one-way exits to each (previously) parent region

did some cleaning (mainly reverts on unnecessary core classes

* minor setting fixes and tweaks

- merged Area and lightArea settings
- made missileQty, superQty and powerBombQty use value from 10 to 90 and divide value by float(10) when generating
- fixed inverted layoutPatch setting

* added option start_inventory_removes_from_pool

fixed option names formatting
fixed lint errors
small code and repo cleanup

* Hopefully fixed ROR2 that could not send any items

* - fixed missing required change to ROR2

* fixed 0 hp when respawning without having ever saved (start items were not updating the save checksum)

* fixed typo with doors_colors_rando

* fixed checksum

* added custom sprites for off-world items (progression or not)

the original AP sprite was made with PierRoulette's SM Item Sprite Utility by ijwu

* - added missing change following upstream merge

- changed patch filename extension from apbp to apm3 so patch can be used with the new client

* added morph placement options: early means local and sphere 1

* fixed failing unit tests

* - fixed broken custom_preset options

* - big cleanup to remove unnecessary or unsupported features

* - more cleanup

* - moved sm_randomizer_rom and all always applied patches into an external project that outputs basepatch.ips

- small cleanup

* - added comment to refer to project for generating basepatch.ips (https://github.com/lordlou/SMBasepatch)

* fixed g4_skip patch that can be not applied if hud is enabled

* - fixed off world sprite that can have broken graphics (restricted to use only first 2 palette)

* - updated basepatch to reflect g4_skip removal

- moved more asm files to SMBasepatch project

* - tourian grey doors at baby metroid are now always flashing (allowing to go back if needed)

* fixed wrong path if using built as exe

* - cleaned exposed maxDifficulty options

- removed always enabled Knows

* Merged LttPClient and SMClient into SNIClient

* added varia_custom Preset Option that fetch a preset (read from a new varia_custom_preset Option) from varia's web service

* small doc precision

* - added death_link support

- fixed broken Goal Completion
- post merge fix

* - removed now useless presets

* - fixed bad internal mapping with maxDiff

- increases maxDiff if only Bosses is preventing beating the game

* - added support for lowercase custom preset sections (knows, settings and controller)

- fixed controller settings not applying to ROM

* - fixed death loop when dying with Door rando, bomb or speed booster as starting items

- varia's backup save should now be usable (automatically enabled when doing door rando)

* -added docstring for generated yaml

* fixed bad merge

* fixed broken infinity max difficulty

* commented debug prints

* adjusted credits to mark progression speed and difficulty as Non Available

* added support for more than 255 players (will print Archipelago for higher player number)

* fixed missing cleanup

* added support for 65535 different player names in ROM

* fixed generations failing when only bosses are unreachable

* - replaced setting maxDiff to infinity with a bool only affecting boss logics if only bosses are left to finish

* fixed failling generations when using 'fun' settings

Accessibility checks are forced to 'items' if restricted locations are used by VARIA following usage of 'fun' settings

* fixed debug logger

* removed unsupported "suits_restriction" option

* fixed generations failing when only bosses are unreachable (using a less intrusive approach for AP)

* - fixed deathlink emptying reserves

- added death_link_survive option that lets player survive when receiving a deathlink if the have non-empty reserves

* - merged death_link and death_link_survive options

* fixed death_link

* added a fallback default starting location instead of failing generation if an invalid one was chosen

* added Nothing and NoEnergy as hint blacklist

added missing NoEnergy as local items and removed it from progression

* SM Varia can now generate without ROM

* removed stage_assert_generate
2025-01-10 21:46:17 +01:00
Fabian Dill
894a8571ee kvui: add autocompleting new hint text input (#3535)
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
Co-authored-by: Silvris <58583688+Silvris@users.noreply.github.com>
2025-01-10 20:21:02 +01:00
ruby0b
874197d940 Linux: move the user home Archipelago dir to $XDG_DATA_HOME (#4347)
This affects builds with non-writable installation directories.
Instead of saving data in ~/Archipelago we now use $XDG_DATA_HOME/Archipelago
(defaulting to ~/.local/share/Archipelago).
If ~/Archipelago still exists we move it to the new location and link ~/Archipelago to it.

Motivation: This follows the [XDG Base Directory Specification](https://specifications.freedesktop.org/basedir-spec/latest/)
to at least some degree and doesn't clutter the user's home directory.
2025-01-10 01:27:49 +01:00
agilbert1412
d3ed40cd4d Stardew Valley: Hide the Mods from the simple options page (#4446) 2025-01-08 08:13:32 +01:00
Aaron Wagener
a29ba4a6c4 The Messenger: reduce strictness of output path check (#4442) 2025-01-07 23:11:26 +01:00
Fabian Dill
fe06fe075e Factorio: add fluid mining technology to logic requirements (#4385) 2025-01-07 23:06:48 +01:00
qwint
de58cb03da Core: Pickle hints by value (#4441) 2025-01-07 22:24:19 +01:00
TheLX5
3204680662 SNIClient: Let clients based on SNIClient monitor packages via on_package method (#3093) 2025-01-07 00:10:23 +01:00
shananas
07e896508c KH2: Doc Updates (#4434) 2025-01-06 14:02:04 -05:00
Scipio Wright
2d3faea713 Core: Include unfilled locations in error when there are not enough locations for progression items (#4285)
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-01-06 09:52:33 -05:00
eudaimonistic
7c89a83d19 Docs: Clarify !alias commands in commands_en.md (#4426)
Co-authored-by: Aaron Wagener <mmmcheese158@gmail.com>
2025-01-06 09:42:18 -05:00
qwint
16f8b41cb9 Core: add docstrings for launcher components (#4148)
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2025-01-06 09:35:37 -05:00
qwint
7d506990f5 HK: add location counts to option descriptions (#4083) 2025-01-06 09:35:12 -05:00
qwint
aadcb4c903 HK: use rich_text_options_doc to make webhost formatting look better (#4079) 2025-01-06 09:21:44 -05:00
coveleski
daf94fcdb2 Pokemon RB: Fixing misnamed locations (#4404) 2025-01-04 08:27:41 -05:00
Kory Dondzila
1cef659b78 Shivers: Fix spelling error in naming (#4425) 2025-01-04 07:42:34 -05:00
Scipio Wright
25381ef2c2 Core: Make the error for a missing option display the player name (#4430) 2025-01-04 07:29:30 -05:00
Mysteryem
5927926314 Blasphemous: Fix starting_location: random affecting all Blasphemous worlds (#4428)
Option resolution for the `StartingLocation` option (the only
`ChoiceIsRandom` subclass) was writing to the `randomized` attribute on
the class instead of on the instance, meaning that
`self.options.starting_location.randomized` would be `True` for all
Blasphemous players in the multiworld if any one of the players set
their `StartingLocation` option to `"random"`.

This patch fixes the issue by writing to the `randomized` attribute on
the new instance instead of on the class.
2025-01-03 07:03:30 -05:00
CaitSith2
2a11d9fec3 try again to award the starting items post cutscene if needed. (#4408) 2025-01-02 19:45:32 -08:00
Nicholas Saylor
82c44aaa22 FFMQ: Fix encoding issue with Game Page (#4299) 2025-01-02 22:03:07 -05:00
Kory Dondzila
a7b483e4b7 Shivers: Adds ixupi captures priority option (#4403) 2025-01-02 10:12:00 -05:00
Fabian Dill
917335ec54 Core: it's 2025 (#4417) 2025-01-01 02:02:18 +01:00
Mysteryem
6e59ee2926 Zork Grand Inquisitor: Precollect Start with Hotspot Items in deterministic order (#4412) 2024-12-31 09:16:29 -05:00
Mysteryem
3c9270d802 FFMQ: Create itempool in deterministic order (#4413) 2024-12-31 09:02:02 -05:00
Mysteryem
c4bbcf9890 TUNIC: Add relics and abilities to the item pool in deterministic order (#4411) 2024-12-30 23:57:09 -05:00
NewSoupVi
8dbecf3d57 The Witness: Make location order in the spoiler log deterministic (#3895)
* Fix location order

* Update worlds/witness/data/static_logic.py

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>

---------

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2024-12-30 00:50:39 +01:00
Fabian Dill
0de1369ec5 Factorio: hide hidden vanilla techs in factoriopedia too (#4332) 2024-12-29 11:56:41 -08:00
Fabian Dill
fa95ae4b24 Factorio: require version that fixes a randomizer exploit (#4391) 2024-12-29 11:55:40 -08:00
CaitSith2
2065246186 Factorio: Make it possible to use rocket part in blueprint parameterization. (#4396)
This allows for example, making a blueprint of your rocket silo with requester chests specifying a request for the 2-8 rocket part ingredients needed to build the rocket.
2024-12-29 20:13:34 +01:00
Kory Dondzila
ca1b3df45b Shivers: Follow on PR to cleanup options #4401 2024-12-27 23:38:01 +01:00
Kory Dondzila
3bcc86f539 Shivers: Add events and fix require puzzle hints logic (#4018)
* Adds some events, renames things, fails for many players.

* Adds entrance rules for requires hints.

* Cleanup and add goal item.

* Cleanup.

* Add additional rule.

* Event and regions additions.

* Updates from merge.

* Adds collect behavior option.

* Fix missing generator location.

* Fix whitespace and optimize imports.

* Switch location order back.

* Add name replacement for storage.

* Fix test failure.

* Improve puzzle hints required.

* Add missing locations and cleanup indirect conditions.

* Fix naming.

* PR feedback.

* Missed comment.

* Cleanup imports, use strings for option equivalence, and update option description.

* Fix rule.

* Create rolling buffer goal items and remove goal items and location from default options.

* Cleanup.

* Removes dateutil.

* Fixes Subterranean World information plaque.
2024-12-27 21:07:55 +01:00
BadMagic100
218f28912e Core: Generic Entrance Rando (#2883)
* Initial implementation of Generic ER

* Move ERType to Entrance.Type, fix typing imports

* updates based on testing (read: flailing)

* Updates from feedback

* Various bug fixes in ERCollectionState

* Use deque instead of queue.Queue

* Allow partial entrances in collection state earlier, doc improvements

* Prevent early loops in region graph, improve reusability of ER stage code

* Typos, grammar, PEP8, and style "fixes"

* use RuntimeError instead of bare Exceptions

* return tuples from connect since it's slightly faster for our purposes

* move the shuffle to the beginning of find_pairing

* do er_state placements within pairing lookups to remove code duplication

* requested adjustments

* Add some temporary performance logging

* Use CollectionState to track available exits and placed regions

* Add a method to automatically disconnect entrances in a coupled-compliant way

 Update docs and cleanup todos

* Make find_placeable_exits deterministic by sorting blocked_connections set

* Move EntranceType out of Entrance

* Handle minimal accessibility, autodetect regions, and improvements to disconnect

* Add on_connect callback to react to succeeded entrance placements

* Relax island-prevention constraints after a successful run on minimal accessibility; better error message on failure

* First set of unit tests for generic ER

* Change on_connect to send lists, add unit tests for EntranceLookup

* Fix duplicated location names in tests

* Update tests after merge

* Address review feedback, start docs with diagrams

* Fix rendering of hidden nodes in ER doc

* Move most docstring content into a docs article

* Clarify when randomize_entrances can be called safely

* Address review feedback

* Apply suggestions from code review

Co-authored-by: Aaron Wagener <mmmcheese158@gmail.com>

* Docs on ERPlacementState, add coupled/uncoupled handling to deadend detection

* Documentation clarifications

* Update groups to allow any hashable

* Restrict groups from hashable to int

* Implement speculative sweeping in stage 1, address misc review comments

* Clean unused imports in BaseClasses.py

* Restrictive region/speculative sweep test

* sweep_for_events->advancement

* Remove redundant __str__

Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>

* Allow partial entrances in auto indirect condition sweep

* Treat regions needed for logic as non-dead-end regardless of if they have exits, flip order of stage 3 and 4 to ensure there are enough exits for the dead ends

* Typing fixes suggested by mypy

* Remove erroneous newline 

Not sure why the merge conflict editor is different and worse than the normal editor. Crazy

* Use modern typing for ER

* Enforce the use of explicit indirect conditions

* Improve doc on required indirect conditions

---------

Co-authored-by: qwint <qwint.42@gmail.com>
Co-authored-by: alwaysintreble <mmmcheese158@gmail.com>
Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>
2024-12-27 21:04:02 +01:00
Exempt-Medic
b9642a482f KH2: Using fast_fill instead of fill_restrictive (#4227) 2024-12-26 17:04:21 -05:00
Mysteryem
33ae68c756 DS3: Convert post_fill to stage_post_fill for better performance (#4122)
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2024-12-26 08:50:18 -05:00
NewSoupVi
62942704bd The Witness: Add info about which door items exist in the pool to slot data (#3583)
* This feature is just broken lol

* simplify

* mypy

* Expand the unit test for forbidden doors
2024-12-25 21:55:15 +01:00
NewSoupVi
fe81053521 Core: Give the option to worlds to have a remaining fill that respects excluded locations (#3738)
* Give the option to worlds to have a remaining fill that respects excluded

* comment
2024-12-25 21:53:05 +01:00
NewSoupVi
222c8aa0ae Core: Reword item classification definitions to allow for progression + useful (#3925)
* Core: Reword item classification definitions to allow for progression + useful

* Update network protocol.md

* Update world api.md

* Update Fill.py

* Docstrings

* Update BaseClasses.py

* Update advanced_settings_en.md

* Update advanced_settings_en.md

* Update advanced_settings_en.md

* space
2024-12-25 21:47:51 +01:00
NewSoupVi
845000d10f Docs: Make an actual LogicMixin spec & explanation (#3975)
* Docs: Make an actual LogicMixin spec & explanation

* Update world api.md

* Update world api.md

* Update world api.md

* Update world api.md

* Update world api.md

* Update world api.md

* Update world api.md

* Update world api.md

* Update world api.md

* Update world api.md

* Update docs/world api.md

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>

* Update docs/world api.md

* Update world api.md

* Code corrections / actually follow own spec

* Update docs/world api.md

Co-authored-by: Scipio Wright <scipiowright@gmail.com>

* Update world api.md

* Update world api.md

* Reorganize / Rewrite the parts about optimisations a bit

* Update world api.md

* Write a big motivation paragraph

* Update world api.md

* Update world api.md

* line break issues

* Update docs/world api.md

Co-authored-by: Scipio Wright <scipiowright@gmail.com>

* Update docs/world api.md

Co-authored-by: Scipio Wright <scipiowright@gmail.com>

* Update docs/world api.md

Co-authored-by: Scipio Wright <scipiowright@gmail.com>

* Update world api.md

* Update docs/world api.md

Co-authored-by: Scipio Wright <scipiowright@gmail.com>

---------

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
2024-12-25 21:47:17 +01:00
NewSoupVi
b05f81b4b4 The Witness: Fix bridge/elevator items being progression when they shouldn't be #4392 2024-12-25 10:58:27 +01:00
Mysteryem
6c1dc5f645 Landstalker: Fix paths Lantern logic affecting other Landstalker worlds (#4394)
The data from `WORLD_PATHS_JSON` is supposed to be constant logic data
shared by all Landstalker worlds, but `add_path_requirements()` was
modifying this data such that after adding a `Lantern` requirement for a
dark region, subsequent Landstalker worlds to have their logic set could
also be affected by this `Lantern` requirement and previous Landstalker
worlds without damage boosting logic could also be affected by this
`Lantern` requirement because they could all be using the same list
instances. This issue would only occur for paths that have
`"requiredItems"` because all paths without required items would create
a new empty list, avoiding the problem.

The items in `data["itemsPlacedWhenCrossing"]` were also getting added
once for each Landstalker player, but there are no paths that have both
`"itemsPlacedWhenCrossing"` and `"requiredItems"`, so all such cases
would start from a new empty list of required items and avoid modifying
`WORLD_PATHS_JSON`.
2024-12-24 20:44:47 -05:00
Dinopony
5578ccd578 Landstalker: Fix issues on generation (#4345) 2024-12-24 14:08:03 -05:00
Mysteryem
78637c96a7 Tests: Add spheres test for missing indirect conditions (#3924)
Co-authored-by: Fabian Dill <Berserker66@users.noreply.github.com>
Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2024-12-24 12:38:46 -05:00
Richard Snider
f3ec82962e Core: Add JSONMessagePart for Hint Status (Hint Priority) (#4387)
* add hint_status JSONMessagePart handling

* add docs for hint_status JSONMessagePart

* fix link ordering

* Rename hint_status type in docs

Co-authored-by: Emily <35015090+EmilyV99@users.noreply.github.com>

* Remove redundant explanation of hint_status field

Co-authored-by: Emily <35015090+EmilyV99@users.noreply.github.com>

* Fix formatting on hint status docs again

Co-authored-by: Emily <35015090+EmilyV99@users.noreply.github.com>

---------

Co-authored-by: Emily <35015090+EmilyV99@users.noreply.github.com>
2024-12-22 19:05:43 +01:00
DrBibop
4f590cdf7b Inscryption: Implement new game (#3621)
* Worked locally before that so this is a lot of work . So, initial push

* Changes in init with better create_regions (Thanks to Phar on discord). Add a rule for victory. Change the regions list to remove menu in the destination.

* Added tests for location rules and changed rule locations to lists instead of sets

* Fixed game var in InscryptionLocation

* Fixed location access by using the same system from The Messenger

* Remove unuse rules in init and add region rules. Add all the act 2 locations and items.

* Add locations rule for the left of the bridge in act 2

* Added test for bridge requirement and added a dash to locationfor clarity

* Added more act 2 rules and removed completion rule

* Created docs for website, added Salmon Card item, marked multiple items as "progression", renamed tomb checks, added more location rules, re-added completion rule

* Renamed tower bath check to "Tentacle", added monocle as requirement for some checks, adjusted setup doc a bit

* Added tentacle to monocle test

* Added forest burrow chest rule

* Switch the two clock location because the id was swapped and screwed with the logic

* Added Ancient Obol rule and adjusted docs

* Added act 3 locations/items/rules/tests

* Added drone & battery to trader rules

* Fixed tutorial docs, added more act 3 rules, renamed holo pelt locations

* Add an option for the optional death card feature

* Added well check and quill item, added rules and tests

* Renamed Gems module and Gems drone

* Added slot data options

* Added rule for act 3 middle pelt

* Added option for randomize ability and uptade the randomize deck option to fit the new setup

* Added randomize ability in slot data

* Added more requirements for mycologists boss since it's pretty much an impossible fight early on

* Finished the french translation of the installation guide

* Changed the french title in the guide

* Added goal option and tests associated to it + fixed goal requirement missing quill

* Added goal option to docs and removed references to the now discarded API mod. Fixed some french translations.

* Added ourobot item + renamed some goal settings

* Fixed locations and items for act 1 goal

* Added skip tutorial option. Cleanup and rename of some options. Added tower requirement for Mycologist Key check. Fixed missing comma in act 2 locations oopsies.

* Added missing rules for Extra Battery, Nano Armor and Goobert's painting

* Added act 1 deathlink behaviour and epitaph pieces randomization options + made pieces progressive + adjusted docs

* Fixed some docs typos

* Added act 3 clock rule. Paintings 2, 3 and Goobert's painting can no longer contain progression items.

* New options system and fixed act 1 goal option breaking

* Added skip epilogue and painting checks balancing options. Renamed randomize abilities to randomize sigils. Fixed generation issue with epitaph pieces randomization. Goobert's painting no longer forces filler. Removed traps option for now. Reworded some option descriptions.

* Attempting type fix for python 3.8

* Attempting type fix for python 3.8 again

* Added starting only option for randomize deck

* Fixed arbitrary rule error

* Import fix attempt

* Migrated to DeathLinkMixin instead of creating a custom DeathLink option, cleaned up imports, renamed Death Link related options to include "death_link" instead of "deathlink", replaced numeral values for option checking into class attributes for readability, slight optimization to tower rule, fixed typo in codes option description.

* Added bug report page to web class, condensed pelt rules to one function, added items/locations count in game docs and adjusted some sections

* Added Inscryption to CODEOWNERS

* Implemented a bunch of suggestions: Better handling of painting option, options as dict for slot data, remove redundant auto_display_name, use of has_all, better goal tests, demote skink card to filler if goal is act 1 and force filler on paintings

* Makes clover plant and squirrel head progression items if paintings are balanced + fixed other issues

* filler items, start inventory from pool, '->"

* Fix bleeding issue

* Copy the list instead

* Fixed bleeding using proper deep copy

* Remove unnecessary for loops in tests

* Add defaults to choice options

---------

Co-authored-by: Benjamin Gregoire <benjamingregoire@outlook.com>
Co-authored-by: Exempt-Medic <ExemptMedic@Gmail.com>
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
2024-12-21 23:12:35 +01:00
Kaito Sinclaire
46613adceb SMZ3: Fix minimal logic considering SM boss tokens unnecessary (#4377) 2024-12-21 20:39:38 +01:00
threeandthreee
e1a1cd1067 LADX: Open Mabe Option (#3964)
* open mabe option
swaps east mabe rocks for bushes

* add open mabe to slot data

* use upstream overworld option
Instead of a standalone option, use upstream's "overworld" option, which we don't use yet but it leaves better space for the future

* use ladxr_setting for consistency

* newline
2024-12-20 07:55:32 -05:00
Scipio Wright
7c8d102c17 TUNIC: Logic for bushes in guard house 2 upper and belltower (#4371)
* Logic for bushes in guard house 2 upper

* Fix typo

* also do it for forest belltower

* i love the dumb ice grapples
2024-12-19 23:45:29 -05:00
threeandthreee
35d30442f7 LADX: fix for syntax warning (#4376)
* init

* whitespace

* raw string instead
2024-12-19 22:53:58 -05:00
threeandthreee
4f71073d17 LADX: correct in-game check counter
LADX: correct in-game check counter
2024-12-19 22:17:41 -05:00
threeandthreee
e142283e64 LADX: enable upstream options (#3962)
* enable some upstream settings

* flashing just disabled, no setting

* just enable fast text

* noflash and textmode as hidden options

* typo

* drop whitespace changes

* add hard mode to slot data

* textmode adjustments
fast text default (fixing mistake)
remove no text option (its buggy)

* unhide options

* Update worlds/ladx/Options.py

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>

* adjustments
2024-12-19 21:19:00 -05:00
palex00
de3707af4a Core/Docs: Adding apostrophe quotes around variables in printed error messages (#3914)
* Also indents plando_connections properly

* Adding apostrophe quotes around item, location, entrance/exit and boss names to make errors more readable

* Update plando_en.md

* Fixing test in Lufia II
2024-12-19 20:47:33 -05:00
Scipio Wright
2e0769c90e Noita: Make greed die a trap (#4382)
Noita make greed die a trap
2024-12-19 20:30:41 -05:00
Louis M
1ded7b2fd4 Aquaria: Replacing the release link to the latest link (#4381)
* Replacing the release link to the latest link

* The fr link was not working
2024-12-19 20:17:56 -05:00
Bryce Wilson
cacab68b77 Pokemon Emerald: Remove unnecessary code (#4364) 2024-12-16 09:06:48 +01:00
NewSoupVi
728d249202 Core: Add some more world convenience methods (#3021)
* Add some more convenience methods

* Typing stuff

* Rename the method

* beauxq's suggestions

* Back to Push Precollected
2024-12-15 23:30:35 +01:00
qwint
d1823a21ea HK: add random handling to plandocharmcosts (#4327) 2024-12-15 22:48:44 +01:00
Scipio Wright
6282efb13c TUNIC: Additional Combat Logic Option (#3658) 2024-12-15 22:40:36 +01:00
Benjamin S Wolf
0fdc14bc42 Core: Deduplicate exception output (#4036)
When running Generate.py, uncaught exceptions are logged once to a file and twice to the console due to keeping the original excepthook. We can avoid this by filtering the file log out of the stream handler.
2024-12-15 22:29:56 +01:00
Mysteryem
0370e669e5 Pokemon Emerald: Add Mr Briney's House indirect conditions (#4154)
The `REGION_DEWFORD_TOWN/MAIN -> REGION_ROUTE109/BEACH` and
`REGION_ROUTE109/BEACH -> REGION_DEWFORD_TOWN/MAIN` entrances require
access to the
`REGION_ROUTE104_MR_BRINEYS_HOUSE/MAIN -> REGION_DEWFORD_TOWN/MAIN`
entrance in their access rules, so require indirect conditions for the
parent_region of the entrance: `REGION_ROUTE104_MR_BRINEYS_HOUSE/MAIN`.
2024-12-15 22:28:51 +01:00
threeandthreee
ccea6bcf51 LADX: Improve icon guesses for foreign items (#2201)
* synonyms to new file, many added

* handle singular rupee

* remove redundant map and compass entries

* automatic pluralization

* add guardian acorn and piece of power

* move phrases to ItemIconGuessing.py

* organize, comment

* fix tab spacing

* fix

* add tunic and noita synonyms

* remove triangle instrument synonym

* reorganize, add some matches

* add tunic lucky up

Co-authored-by: Scipio Wright <scipiowright@gmail.com>

* Update worlds/ladx/ItemIconGuessing.py

Co-authored-by: Scipio Wright <scipiowright@gmail.com>

* handle camelCase and single rupee

* add indicate_progression option
Adds alternative system for foreign item icons that simply indicates whether or not the item is a progression item.

* improve splitting
drops some more characters, and also dont bother with rejoined stuff in name_cache because our splitting is better

* the witness stuff

* forbid more

* remove boost and surge

* Update worlds/ladx/ItemIconGuessing.py

Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>

* match by game name
look at the name of the foreign game and only use game-specific entries for that game

* show message for all key drops

* updates from async test

* vi suggestions

* Adding FNAFW suggestions from @lolz1190 (#40)

* Adding FNAFW suggestions from @lolz1190

* missing comma

---------

Co-authored-by: threeandthreee <a.l.nordstrom@gmail.com>

---------

Co-authored-by: Scipio Wright <scipiowright@gmail.com>
Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
Co-authored-by: palex00 <32203971+palex00@users.noreply.github.com>
2024-12-13 22:49:30 +01:00
qwint
8d9454ea3b Core: cast all the settings values so they don't try to get pickled later #4362 2024-12-12 21:36:56 +01:00
qwint
1ca8d3e4a8 Docs: add description of Indirect Condition problem (#4295)
* Docs: Dev FAQ - About indirect conditions

I wrote up a big effortpost about indirect conditions for nex on the [DS3 3.0 PR](https://github.com/ArchipelagoMW/Archipelago/pull/3128#discussion_r1693843193).

The version I'm [PRing to the world API document](https://github.com/ArchipelagoMW/Archipelago/pull/3552) is very brief and unnuanced, because I'd rather people use too many indirect conditions than too few.
But that might leave some devs wanting to know more.

I think that comment on nex's DS3 PR is probably the best detailed explanation for indirect conditions that exists currently.

So I think it's good if it exists somewhere. And the FAQ doc seems like the best place right now, because I don't want to write an entirely new doc at the moment.

* Actually copy in the text

* Update docs/apworld_dev_faq.md

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>

* Update docs/apworld_dev_faq.md

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>

* Update docs/apworld_dev_faq.md

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>

* Update docs/apworld_dev_faq.md

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>

* Update docs/apworld_dev_faq.md

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>

* Update docs/apworld_dev_faq.md

Co-authored-by: Scipio Wright <scipiowright@gmail.com>

* Update docs/apworld_dev_faq.md

Co-authored-by: Scipio Wright <scipiowright@gmail.com>

* Update docs/apworld_dev_faq.md

Co-authored-by: qwint <qwint.42@gmail.com>

* Update docs/apworld_dev_faq.md

Co-authored-by: qwint <qwint.42@gmail.com>

* Update apworld_dev_faq.md

* Update docs/apworld_dev_faq.md

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>

* Update apworld_dev_faq.md

* Update docs/apworld_dev_faq.md

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>

* Update docs/apworld_dev_faq.md

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>

* Update docs/apworld_dev_faq.md

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>

* Update apworld_dev_faq.md

* Update docs/apworld_dev_faq.md

Co-authored-by: qwint <qwint.42@gmail.com>

* Update docs/apworld_dev_faq.md

Co-authored-by: qwint <qwint.42@gmail.com>

* fix the last couple of wording issues I have with the indirect condition section to apworld dev faq doc

* I didn't like that wording

* Apply suggestions from code review

Co-authored-by: Scipio Wright <scipiowright@gmail.com>

* Apply suggestions from code review

Co-authored-by: Scipio Wright <scipiowright@gmail.com>

* Update docs/apworld_dev_faq.md

Co-authored-by: Scipio Wright <scipiowright@gmail.com>

* Update docs/apworld_dev_faq.md

* Update docs/apworld_dev_faq.md

Co-authored-by: Scipio Wright <scipiowright@gmail.com>

---------

Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
Co-authored-by: Scipio Wright <scipiowright@gmail.com>
2024-12-12 21:24:38 +01:00
qwint
9815306875 Docs: Use ModuleUpdate.py #3785 2024-12-12 20:30:49 +01:00
NewSoupVi
d7736950cd The Witness: Panel Hunt Plando (#3549)
* Add panel hunt plando option

* Keys are strs

* oops

* better message

* ,

* this doesn ot need to be here

* don't replace pre picked panels

* Update options.py

* rebase error

* rebase error

* oops

* Mypy

* ruff

* another rebase error

* actually this is a stupid change too

* bring over that change™️

* Update entity_hunt.py

* Update entity_hunt.py

* Update entity_hunt.py
2024-12-12 19:42:14 +01:00
Mysteryem
f5e3677ef1 Pokemon Emerald: Fix invalid escape sequence warnings (#4328)
Generation on Python 3.12 would print SyntaxWarnings due to invalid '\d'
escape sequences added in #3832.

Use raw strings to avoid `\` being used to escape characters.
2024-12-12 19:04:27 +01:00
josephwhite
144d612c52 Super Mario 64: Rework logic for 100 Coins (#4131)
* sm64ex: Rework logic for 100 Coins

* sm64ex: 100 Coins Vanilla Option

* sm64ex: Avoiding raw int comparisons for 100 coin option

* sm64ex: Change 100 coin option from toggle to choice

* sm64ex: use snake_case for 100 coin option

* just use "vanilla" for option comparison (exempt-medic feedback)

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>

* sm64ex: remove vanilla 100 coins from item pool to remove overfilling stars

* yeah

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>

* Remove range condition (35 is the min for total stars)

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>

---------

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2024-12-12 14:50:48 +01:00
LiquidCat64
3acbe9ece1 Castlevania: Circle of the Moon - Implement New Game (#3299)
* Add the cotm package with working seed playthrough generation.

* Add the proper event flag IDs for the Item codes.

* Oooops. Put the world completion condition in!

* Adjust the game name and abbreviations.

* Implement more settings.

* Account for too many start_inventory_from_pool cards with Halve DSS Cards Placed.

* Working (albeit very sloooooooooooow) ROM patching.

* Screw you, bsdiff! AP Procedure Patch for life!

* Nuke stage_assert_generate as the ROM is no longer needed for that.

* Working item writing and position adjusting.

* Fix the magic item graphics in Locations wherein they can be fixed.

* Enable sub-weapon shuffle

* Get the seed display working.

* Get the enemy item drop randomization working. Phew!

* Enemy drop rando and seed display fixes.

* Functional Countdown + Early Double setting

* Working multiworld (yay!)

* Fix item links and demo shenanigans.

* Add Wii U VC hash and a docs section explaining the rereleases.

* Change all client read/writes to EWRAM instead of Combined WRAM.

* Custom text insertion foundations.

* Working text converter and word wrap detector.

* More refinements to the text wrap system.

* Well and truly working sent/received messages.

* Add DeathLink and Battle Arena goal options.

* Add tracker stuff, unittests, all locations countdown, presets.

* Add to README, CODEOWNERS, and inno_setup

* Add to README, CODEOWNERS, and inno_setup

* Address some suggestions/problems.

* Switch the Items and Locations to using dataclasses.

* Add note about the alternate classes to the Game Page.

* Oooops, typo!

* Touch up the Options descriptions.

* Fix Battle Arena flag being detected incorrectly on connection and name the locked location/item pairs better.

* Implement option groups

* Swap the Lizard-man Locations into their correct Regions.

* Local start inventory, better DeathLink message handling, handle receiving over 255 of an item.

* Update the PopTracker pack links to no longer point to the Releases page.

* Add Skip Dialogues option.

* Update the presets for the accessibility rework.

* Swap the choices in the accessibility preset options.

* Uhhhhhhh...just see the apworld v4 changelog for this one.

* Ooops, typo!

* .

* Bunch of small stuff

* Correctly change "Fake" to "Breakable" in this comment.

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>

* Make can_touch_water one line.

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>

* Make broke_iron_maidens one line.

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>

* Fix majors countdown and make can_open_ceremonial_door one line.

* Make the Trap AP Item less obvious.

* Add Progression + Useful stuff, patcher handling for incompatible versions, and fix some mypy stuff.

* Better option groups.

* Change Early Double to Early Escape Item.

* Update DeathLink description and ditch the Menu region.

* Fix the Start Broken choice for Iron Maiden Behavior

* Remove the forced option change with Arena goal + required All Bosses and Arena.

* Update the Game Page with the removal of the forced option combination change.

* Fix client potential to send packets nonstop.

* More review addressing.

* Fix the new select_drop code.

* Fix the new select_drop code for REAL this time.

* Send another LocationScout if we send Location checks without having the Location info.

---------

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
Co-authored-by: Exempt-Medic <ExemptMedic@Gmail.com>
Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
2024-12-12 14:47:47 +01:00
Scipio Wright
7d0b701a2d TUNIC: Change rule for heir access in non-hex quest #4365 2024-12-12 12:54:03 +01:00
Justus Lind
f91537fb48 Muse Dash: Remove bad option defaults. #4340 2024-12-12 09:18:19 +01:00
Jouramie
3c5ec49dbe Stardew Valley: Fix potential incompletable seed when starting winter (#4361)
* make moss available with any season except winter

* add tool and region requirement for moss
2024-12-12 09:17:19 +01:00
NewSoupVi
9a37a136a1 The Witness: Add more panels to the "doors: panels" mode (#2916)
* Add more panels that should be panels

* Make it so the caves panel items don't exist in early caves

* Remove unused import

* oops

* Remove Jungle to Monastery Garden from usefulification list

* Add a basic test

* ruff

---------

Co-authored-by: Fabian Dill <Berserker66@users.noreply.github.com>
2024-12-10 21:13:45 +01:00
NewSoupVi
54a0a5ac00 The Witness: Put progression + useful on some items. (#4027)
* proguseful

* ruff

* variable rename

* variable rename

* Better (?) comment

* Better way to do this? I guess

* sure

* ruff

* Eh, it's not worth it. Here's the much simpler version

* don't need this now

* Improve some classification checks while we're at it

* Only proguseful obelisk keys if eps are individual
2024-12-10 21:06:06 +01:00
Exempt-Medic
704f14ffcd Core: Add toggles_as_bools to options.as_dict (#3770)
* Add toggles_as_bools to options.as_dict

* Update Options.py

Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>

* Add param to docstring

* if -> elif

---------

Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>
2024-12-10 20:37:54 +01:00
Star Rauchenberger
925fb967d3 Lingo: Fix number hunt issues on panels mode (#4342) 2024-12-10 20:36:38 +01:00
NewSoupVi
5dd19fccd0 MultiServer/CommonClient: We forgot about Item Links again (Hint Priority) (#4314)
* Vi don't forget about itemlinks challenge difficulty impossible

* People other than Vi also don't forget about ItemLinks challenge difficulty impossible
2024-12-10 20:35:36 +01:00
Jouramie
781100a571 CI: remove version restriction on pytest-subtests (#4356)
This reverts commit e3b5451672.
2024-12-10 20:26:33 +01:00
black-sliver
3fb0b57d19 Core: fix exceptions coming from LocationStore (#4358)
* Speedups: add instructions for ASAN

* Speedups: move typevars out of classes

* Speedups, NetUtils: raise correct exceptions

* Speedups: double-check malloc

* Tests: more LocationStore tests
2024-12-10 20:09:36 +01:00
Fabian Dill
f79657b41a WebHost: disable abbreviations for argparse (#4352) 2024-12-10 19:53:42 +01:00
black-sliver
4a5ba756b6 WebHost: Set Generator memory limit to 4GiB (#4319)
* WebHost: Set Generator memory limit to 4GiB

* WebHost: make generator memory limit configurable, better naming

* Update WebHostLib/__init__.py

Co-authored-by: Fabian Dill <Berserker66@users.noreply.github.com>

* Update docs/webhost configuration sample.yaml

---------

Co-authored-by: Fabian Dill <Berserker66@users.noreply.github.com>
2024-12-10 02:44:41 +01:00
black-sliver
0b3d34ab24 CI: update scan-build to v19 (#4338) 2024-12-10 02:25:09 +01:00
Jouramie
aa22b62b41 Stardew Valley: Force deactivation of Mr. Qi's special orders when ginger island is deactivated (#4348) 2024-12-09 21:17:25 +01:00
Jouramie
51c4fe8f67 Stardew Valley: Fix a bug where walnutsanity would get deactivated even tho ginger island got forced activated (and move some files) (#4311) 2024-12-09 03:00:30 +01:00
Louis M
26f9720e69 Aquaria: mega refactoring (#3810)
This PR is mainly refactoring. Here is what changed:
- Changing item names so that each words are capitalized (`Energy Form` instead of `Energy form`)
- Removing duplication of string literal by using:
  - Constants for items and locations,
  - Region's name attribute for entrances,
- Clarify some documentations,
- Adding some region to be more representative of the game and to remove listing of locations in the rules (prioritize entrance rules over individual location rules).

This is the other minor modifications that are not refactoring:
- Adding an early bind song option since that can be used to exit starting area.
- Changing Sun God to Lumerean God to be coherent with the other gods.
- Changing Home Water to Home Waters and Open Water to Open Waters to be coherent with the game.
- Removing a rules to have an attack to go in Mithalas Cathedral since you can to get some checks in it without an attack.
- Adding some options to slot data to be used with Poptracker.
- Fixing a little but still potentially logic breaking bug.
2024-12-09 02:18:00 +01:00
qwint
1f712d9a87 Various Worlds: use / explicitly for pkgutil (#4232) 2024-12-09 01:59:40 +01:00
Scipio Wright
5b4d7c7526 TUNIC: Add Shield to Ladder Storage logic (#4146) 2024-12-09 01:58:49 +01:00
Mysteryem
a948697f3a Raft: Place locked items in create_items and fix get_pre_fill_items (#4250)
* Raft: Place locked items in create_items and fix get_pre_fill_items

`pre_fill` runs after item plando, and item plando could place an item
at a location where Raft was intending to place a locked item, which
would crash generation.

This patch moves the placement of these locked items earlier, into
`create_items`.

Setting items into `multiworld.raft_frequencyItemsPerPlayer` for each
player has been replaced with passing `frequencyItems` to the new
`place_frequencyItems` function.

`setLocationItem` and `setLocationItemFromRegion` have been moved into
the new `place_frequencyItems` function so that they can capture the
`frequencyItems` argument variable.

The `get_pre_fill_items` function could return a list of all previously
placed items across the entire multiworld which was not correct. It
should have returned the items in
`multiworld.raft_frequencyItemsPerPlayer[self.player]`. Now that these
items are placed in `create_items` instead of `pre_fill`,
`get_pre_fill_items` is no longer necessary and has been removed.

* self.multiworld.get_location -> self.get_location

Changed the occurences in the modified code.
2024-12-09 01:57:34 +01:00
qwint
e3b5451672 CI: cap pytest-subtest version (#4344) 2024-12-08 20:43:16 +01:00
black-sliver
6c69f590cf WebHost: fix host room not updating (ports in) slot table (#4308) 2024-12-08 02:22:56 +01:00
LeonarthCG
c9625e1b35 Saving Princess: implement new game (#3238)
* Saving Princess: initial commit

* settings -> options

Co-authored-by: Scipio Wright <scipiowright@gmail.com>

* settings -> options

Co-authored-by: Scipio Wright <scipiowright@gmail.com>

* replace RegionData class with List[str]

RegionData was only wrapping a List[str], so we can directly use List[str]

* world: MultiWorld -> multiworld: MultiWorld

* use world's random instead of multiworld's

* use state's has_any and has_all where applicable

* remove unused StartInventory import

* reorder PerGameCommonOptions

* fix relative AutoWorld import

Co-authored-by: Scipio Wright <scipiowright@gmail.com>

* clean up double spaces

* local commands -> Local Commands

Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>

* remove redundant which items section

Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>

* game info rework

* clean up item count redundancy

* add game to readme and codeowners

* fix get_region_entrance return type

* world.multiworld.get -> world.get

* add more events

added events for the boss kills that open the gate, as well as for system power being restored

these only apply if expanded pool is not selected

* add client/autoupdater to launcher

* reorder commands in game info

* update docs with automated installation info

* add quick links to doc

* Update setup_en.md

* remove standalone saving princess client

* doc fixes

* code improvements and redundant default removal

as suggested by @Exempt-Medic
this includes the removal of events from the item/location name to id, as well as checking for the player name being ASCII

* add option to change launch coammnd

the LaunchCommand option is filled to either the executable or wine with the necessary arguments based on Utils.is_windows

* simplify valid install check

* mod installer improvements

now deletes possible existing files before installing the mod

* add option groups and presets

* add required client version

* update docs about cheat items pop-ups

items sent directly by the server (such as with starting inventory) now have pop-ups just like any other item

* add Steam Input issue to faq

* Saving Princess: BRAINOS requires all weapons

* Saving Princess: Download dll and patch together

Previously, gm-apclientpp.dll was downloaded from its own repo
With this update, the dll is instead extracted from the same zip as the game's patch

* Saving Princess: Add URI launch support

* Saving Princess: goal also requires all weapons

given it's past brainos

* Saving Princess: update docs

automatic connection support was added, docs now reflect this

* Saving Princess: extend([item]) -> append(item)

* Saving Princess: automatic connection validation

also parses the slot, password and host:port into parameters for the game

* Saving Princess: change subprocess .run to .Popen

This keeps the game from freezing the launcher while it is running

---------

Co-authored-by: Scipio Wright <scipiowright@gmail.com>
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
2024-12-07 11:29:27 +01:00
Nicholas Saylor
ced93022b6 Adventure: Remove unused variables (#4301)
* Remove unused variables

* Provide old parameters to comment
2024-12-06 07:15:26 +01:00
Bryce Wilson
f4b926ebbe Pokemon Emerald: Exclude sacred ash post champion (#4207)
* Pokemon Emerald: Exclude sacred ash post champion

* Pokemon Emerald: Remove .value from toggle option check
2024-12-05 16:33:21 +01:00
threeandthreee
203d89d1d3 LADX: upstream logic updates (#3963)
* Fully updates requirements.py to live LADXR (#19)

* Updates dungeon2.py to LADXR-Live (#20)

No logic changes or bugfix are in this file. It is only code cleanup.

* Update dungeon1.py (#21)

- The Three of a Kind with Bomb is moved from Normal to Hard Logic

The rest is code cleanup.

lines 22-25 | 22-26 & 33 | 34 remain different in AP | Upstream with no effective difference

* Fully updates dungeon3.py to LADXR-live (#22)

Logic Changes:
- Hard mode now considers killing the enemies in the top room with pot

Everything else is cleanup.

* Fully update dungeon4.py to LADXR-live logic (#23)

Logic Changes:
- Hard Logic: Removes Feather requirement from grabbing the Pit Key
- Hell logic: new hookshot clip (line 64)
- Hell logic: hookshot spam over the first pit of crossroads, then buffer down (line 69)
- Hell logic: push block left of keyblock up, then shaq jump off the left wall and pause buffer to land on keyblock.
- Hell logic: split zol for more entities, and clip through the block left of keyblock by hookshot spam

The rest is code cleanup

* Updates dungeon5.py mostly to LADXR-Live Logic (#24)

Logic Changes:
- Hell logic: use zoomerang dashing left to get an unclipped boots superjump off the right wall over the block. reverse is push block (line 69)

The rest is cleanup.

The upstream splits the post_gohma region into pre_gohma, gohma and post_gohma. I did not implement this yet as I do not know the implications. To port this the following lines need to be changed (AP | LADXR):
18 | 18-20;
55 | 58;
65 | 68-69

* Fully update dungeon6.py logic (#25)

Logic Changes:
- Hard logic: allow damage boosting past the mini thwomps
- Glitched logic: bomb triggering elephants in two cases

Everything else is cleanup

* Fully update dungeon7.py to LADXR-live logic (#26)

Logic Changes:
- Hard logic: Three of a Kind is now possible with bombs only

Everything else is code cleanup

* Fully updates dungeon8.py to LADXR-live (#27)

Logic change:
- Hard logic: allows to drop the Gibdos into holes as a way to kill them
- Glitched logic: underground section with fire balls jumping up out of lava. Use boots superjump off left wall to jump over the pot blocking the way


The rest is code cleanup

* Fully update dungeonColor.py to LADXR-live (#28)

Logic changes:
- Normal logic: Karakoros now need power bracelet to put them into their holes
- Hard logic: Karakoros without power bracelet but with weapon
- Hell logic: Karakoros with only bombs

Everything else is code cleanup

* Updating overworld.py (#29)

* Updating overworld.py

This tries to update all logic of the Overworld.

Logic changes include:
- Normal logic: requires hookshot or shield to traverse Armos Cave
- Hard logic: Traverse Armos Cave with nothing (formerly normal logic)
- Hard logic: get the animal village bomb cave check with jump and boomerang
- Hard logic: use rooster to go to D7
- Lots of Jesus Rooster Jumps

I stopped counting and need to go over this again.

Also, please investigate line 474 AP because it's removed in LADXR-Upstream and I don't know why.

* remove featherless fisher under bridge from hard

it was moved to hell upstream and its already present in our code

---------

Co-authored-by: Alex Nordstrom <a.l.nordstrom@gmail.com>

* fixes

* add test messages

* Adds Pegasus Boots to the test (#31)

* Fix d6 boss_key logic (#30)

* restore hardmode logic

* higher logic fixes

* add bush requirement to the raft
in case the player needs to farm rupees to play again

---------

Co-authored-by: palex00 <32203971+palex00@users.noreply.github.com>
2024-12-05 16:32:45 +01:00
threeandthreee
4d42814f5d LADX: more item groups, location groups, keysanity preset (#3936)
* add groups and a preset

* formatting

* typing

* alias groups for progressive items

* add bush breakers item group

* fix typo

* some manual location groups

* drop dummy dungeon items from groups
2024-12-05 12:06:52 +01:00
threeandthreee
d80069385d LADX: tweak in-game hints (#3920)
* dont show local player name in hint

* add option to disable hints

---------

Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
2024-12-05 12:03:16 +01:00
threeandthreee
85a0d59f73 LADX: text shuffle exclusions (#3919)
* text shuffle exclusions
Exclude owl statues, library books, goal sign, signpost maze, and various rupee prices from text shuffle

* clearer variable name
2024-12-05 10:23:26 +01:00
nmorale5
58f2205304 Pokemon RB: Fix Incorrect Hidden Item Location in Seafoam Islands B2F (#4304) 2024-12-05 07:48:33 +01:00
Nicholas Saylor
769fbc55a9 HK: Remove unused variables and imports (#4303)
* Remove unused variables and imports

* Accidental duplication
2024-12-04 08:51:56 +01:00
NewSoupVi
f43fa612d5 The Witness: Another small access rule optimisation #4256 2024-12-04 05:39:29 +01:00
Exempt-Medic
5b0de6b6c7 FFMQ: No Longer Allow Inaccessible Useful Items (#4323)
Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>
2024-12-03 22:51:58 +01:00
threeandthreee
ac8a206d46 LADX: combine warp options (#4325)
* combine warp options

* fix

* fix typo

* mark old options as removed
2024-12-03 06:59:55 +01:00
Jouramie
6896d631db Stardew Valley: Fix a bug in equals between Or and And rules #4326 2024-12-03 06:23:13 +01:00
Nicholas Saylor
6f2e1c2a7e Lingo: Optimize imports and remove unused parameter (#4305) 2024-12-03 03:02:18 +01:00
Fabian Dill
ffe0221deb Core: log process ID (#4290) 2024-12-03 03:00:56 +01:00
Bryce Wilson
18e8d50768 Pokemon Emerald: Clean up dexsanity spoiler and hints (#3832)
* Pokemon Emerald: Clean up dexsanity spoiler and hints

* Pokemon Emerald: Add +, do less hacks

* Pokemon Emerald: Update changelog

* Pokemon Emerald: Replace arrow with word in changelog

* Pokemon Emerald: Fix changelog
2024-12-03 02:52:20 +01:00
Mysteryem
81b9a53a37 KH2: Add missing indirect conditions for Final region access (#3923)
* KH2: Add missing indirect conditions for Final region access

Entrances to the Final region require being able to reach any one of a
number of locations, but for a location to be reachable, its parent
region must also be reachable, so indirect conditions must be added for
these regions.

* Use World.get_location

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>

* Use World.get_location, for real this time

---------

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2024-12-03 02:51:10 +01:00
Star Rauchenberger
b6ab91fe4b LADX: Remove duplicate Magnifying Lens item (#3684)
* LADX: Magnifying Glass fixes

Removed the duplicate item (Magnifying Lens), and made the real one a filler item.

* Update worlds/ladx/Items.py

Co-authored-by: threeandthreee <alex@3and3.dev>

---------

Co-authored-by: threeandthreee <alex@3and3.dev>
2024-12-03 02:50:30 +01:00
Emily
f26cda07db Core: Hint Priority fixes (#4315)
* Update hint priority docs

* Update network protocol.md

* Add error on `UpdateHint` trying to change to `HINT_FOUND`

* Update network protocol.md

* fix: precollected hint priority
2024-12-01 15:16:36 +01:00
Fabian Dill
ecc3094c70 Launcher: launch without delay on URI without choice (#4279) 2024-12-01 08:33:43 +01:00
Benjamin S Wolf
17b3ee6eaf Core: warn if a yaml is empty (#4117)
* Core: warn if a yaml is empty

* WebHost: ignore empty yaml

Generate: log which yaml documents are empty

* Actually remove empty yamls from weight_cache

* More verbose variable name

---------

Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
2024-12-01 05:18:00 +01:00
Exempt-Medic
284e7797c5 Adventure: create_item AttributeError -> KeyError #4219 2024-12-01 05:10:43 +01:00
Exempt-Medic
62ce42440b Super Metroid: KeyError on invalid item name #4222 2024-12-01 05:03:13 +01:00
Natalie Weizenbaum
7b755408fa DS3: Clarify location names for Yoel and Yuria items (#3881)
* DS3: Clarify location names for Yoel and Yuria items

* Fix encodings for `detailed_location_descriptions.py`

* Fix one more typo
2024-12-01 05:00:06 +01:00
Alex Nordstrom
ed721dd0c1 LADX: Implement various upstream adjustments (#3829)
* magnifying lens changes

https://github.com/daid/LADXR/pull/156

* restore enemy visibility in mermaid statue cave

https://github.com/daid/LADXR/pull/155

* mermaid statue scale bugfix

https://github.com/daid/LADXR/pull/163

* restore vanilla map when rooster is an item

https://github.com/daid/LADXR/pull/132

* fix

* fixes to magnifying lens changes

* load marin singing even if you have marin date
4feb3099a3

* Revert "load marin singing even if you have marin date"

This reverts commit a7a546ed3f.

* always patch tradequest
not upstream, but included in this PR because it touches the same parts of the code. https://discord.com/channels/731205301247803413/1227373762412937347

* marin date fix

* fix logic
2024-12-01 04:58:10 +01:00
Benjamin S Wolf
1a5d22ca78 Core: Add new error message for item count when defined as a set instead of a dict (#4100)
* Core: New error message if item count is a set

* Apply suggestion for error message

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>

* Apply item count error suggestion

Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>

---------

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
2024-12-01 04:51:26 +01:00
josephwhite
21dbfd2472 Multiserver: Add argument for timestamping STDOUT (#4266)
* core: add server arg for timestamping STDOUT

* Multiserver: Implicitly use default write_mode arg in init_logging

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>

---------

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2024-12-01 04:33:36 +01:00
Jarno
472d2d5406 Timespinner: Implemented support for universal tracker (#3771)
* Implemented slot data interpretation

* Fixed talaria attached to be taken into logic
2024-12-01 04:11:45 +01:00
Kaito Sinclaire
3af2b1dc66 id Tech 1 games: Add command line instructions/info (#3757) 2024-12-01 04:10:43 +01:00
Eric Newport
6cfc3a4667 Docs: Improved sm64ex advanced setup docs (#3741)
* Improved sm64ex advanced setup docs

This edit clarifies some things that are not obvious in the version that is currently live on the site.

This should prevent others from needing to go spelunking in Discord chat history to figure out how to do advanced builds.

* Update worlds/sm64ex/docs/setup_en.md

Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>

* copyediting

---------

Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
2024-12-01 04:10:00 +01:00
Rensen3
992657750c YGO06: add Item groups (#3737)
* YGO06: adds item groups

* YGO06: Change lists to sets

Co-authored-by: Scipio Wright <scipiowright@gmail.com>

* YGO06: fix imports

---------

Co-authored-by: Scipio Wright <scipiowright@gmail.com>
2024-12-01 04:09:22 +01:00
Jouramie
a67688749f Stardew Valley: Refactor skill progression to use new feature system (#3662)
* create a first draft of the feature

* use feature in items and locations

* add content to more places

* use feature in logic

* replace option check by feature

* remove unused code

* remove weird white space

* some import nitpicking

* flip negative if
2024-12-01 03:52:07 +01:00
Kaito Sinclaire
f735416bda id Tech 1: Clean up difficulty options (#4298) 2024-12-01 03:46:34 +01:00
palex00
e5374eb8b8 [PKMN RB] Make Encounters in one location unique (#3994)
* Makes encounters in a location generate unique Pokémon

* vyneras actually got it to work

* V5 Update Fix Part 1

* Part 2

* final puzzle piece
2024-12-01 03:22:02 +01:00
black-sliver
b83b48629d Core: rework python version check (#4294)
* Docs: update min required version

and add comment about security.

* Core: rework python version check

* CI: set min micro update for build and release
2024-11-30 17:23:28 +01:00
Exempt-Medic
ca6792a8a7 Blasphemous: Add start_inventory_from_pool (#4217) 2024-11-30 16:08:41 +01:00
qwint
7cbd50a2e6 HK: add item group for dream nail(s) (#4069) 2024-11-30 16:02:32 +01:00
Fabian Dill
d6da3bc899 Factorio: add Atomic Cliff Remover Trap (#4282) 2024-11-30 06:53:28 +01:00
Fabian Dill
9eaca95277 WebHost: add a page to manage session cookie (#4173) 2024-11-30 04:11:28 +01:00
Fabian Dill
c1b27f79ac Core: cull events from multidata spheres (#3623)
Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>
2024-11-30 04:11:03 +01:00
Fabian Dill
0705f6e6c0 Factorio: option groups (#4293) 2024-11-30 04:08:17 +01:00
qwint
a537d8eb65 Launcher: support Component icons inside apworlds (#3629)
* Add kivy overrides to allow AsyncImage source paths of the format ap:worlds.module/subpath/to/data.png that use pkgutil to load files from within an apworld

* Apply suggestions from code review

Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>

* Apply suggestions from code review

Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>

* change original-load variable name for clarity per review

* add comment to record pkgutil format

* remove dependency on PIL

* i hate typing

---------

Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>
2024-11-30 03:58:52 +01:00
qwint
845a604955 MultiServer: !status shows Ready status (#3598)
* Makes !status show a note if the slot is in Status Ready

* update variable name for better clarity
2024-11-30 03:40:14 +01:00
NewSoupVi
7adb673a80 Core: "Fix" Priority Fill (#3592)
* Priority fill -> Don't use one item per player

* fix unit test thing

* Ok, I think this should do it properly
2024-11-30 03:37:08 +01:00
lordlou
72e88bb493 SMZ3: generate without rom (#3461)
* - SM now displays message when getting an item outside for someone else (fills ROM item table)

This is dependant on modifications done to sm_randomizer_rom project

* First working MultiWorld SM

* some missing things:

- player name inject in ROM and get in client
- end game get from ROM in client
- send self item to server
- add player names table in ROM

* replaced CollectionState inheritance from SMBoolManager with a composition of an array of it (required to generation more than one SM world, which is still fails but is better)

* - reenabled balancing

* post rebase fixes

* updated SmClient.py

* + added VariaRandomizer LICENSE

* + added sm_randomizer_rom project (which builds sm.ips)

* Moved VariaRandomizer and sm_randomizer_rom projects inside worlds/sm and done some cleaning

* properly revert change made to CollectionState and more cleaning

* Fixed multiworld support patch not working with VariaRandomizer's

* missing file commit

* Fixed syntax error in unused code to satisfy Linter

* Revert "Fixed multiworld support patch not working with VariaRandomizer's"

This reverts commit fb3ca18528bb331995e3d3051648c8f84d04c08b.

* many fixes and improovement

- fixed seeded generation
- fixed broken logic when more than one SM world
- added missing rules for inter-area transitions
- added basic patch presence for logic
- added DoorManager init call to reflect present patches for logic
- moved CollectionState addition out of BaseClasses into SM world
- added condition to apply progitempool presorting only if SM world is present
- set Bosses item id to None to prevent them going into multidata
- now use get_game_players

* first working (most of the time) progression generation for SM using VariaRandomizer's rules, items, locations and accessPoint (as regions)

* first working single-world randomized SM rom patches

* - SM now displays message when getting an item outside for someone else (fills ROM item table)

This is dependant on modifications done to sm_randomizer_rom project

* First working MultiWorld SM

* some missing things:

- player name inject in ROM and get in client
- end game get from ROM in client
- send self item to server
- add player names table in ROM

* replaced CollectionState inheritance from SMBoolManager with a composition of an array of it (required to generation more than one SM world, which is still fails but is better)

* - reenabled balancing

* post rebase fixes

* updated SmClient.py

* + added VariaRandomizer LICENSE

* + added sm_randomizer_rom project (which builds sm.ips)

* Moved VariaRandomizer and sm_randomizer_rom projects inside worlds/sm and done some cleaning

* properly revert change made to CollectionState and more cleaning

* Fixed multiworld support patch not working with VariaRandomizer's

* missing file commit

* Fixed syntax error in unused code to satisfy Linter

* Revert "Fixed multiworld support patch not working with VariaRandomizer's"

This reverts commit fb3ca18528bb331995e3d3051648c8f84d04c08b.

* many fixes and improovement

- fixed seeded generation
- fixed broken logic when more than one SM world
- added missing rules for inter-area transitions
- added basic patch presence for logic
- added DoorManager init call to reflect present patches for logic
- moved CollectionState addition out of BaseClasses into SM world
- added condition to apply progitempool presorting only if SM world is present
- set Bosses item id to None to prevent them going into multidata
- now use get_game_players

* Fixed multiworld support patch not working with VariaRandomizer's

Added stage_fill_hook to set morph first in progitempool
Added back VariaRandomizer's standard patches

* + added missing files from variaRandomizer project

* + added missing variaRandomizer files (custom sprites)

+ started integrating VariaRandomizer options (WIP)

* Some fixes for player and server name display

- fixed player name of 16 characters reading too far in SM client
- fixed 12 bytes SM player name limit (now 16)
- fixed server name not being displayed in SM when using server cheat ( now displays RECEIVED FROM ARCHIPELAGO)
- request: temporarly changed default seed names displayed in SM main menu to OWTCH

* Fixed Goal completion not triggering in smClient

* integrated VariaRandomizer's options into AP (WIP)

- startAP is working
- door rando is working
- skillset is working

* - fixed itemsounds.ips crash by always including nofanfare.ips into multiworld.ips (itemsounds is now always applied and "itemsounds" preset must always be "off")

* skillset are now instanced per player instead of being a singleton class

* RomPatches are now instanced per player instead of being a singleton class

* DoorManager is now instanced per player instead of being a singleton class

* - fixed the last bugs that prevented generation of >1 SM world

* fixed crash when no skillset preset is specified in randoPreset (default to "casual")

* maxDifficulty support and itemsounds removal

- added support for maxDifficulty
- removed itemsounds patch as its always applied from multiworld patch for now

* Fixed bad merge

* Post merge adaptation

* fixed player name length fix that got lost with the merge

* fixed generation with other game type than SM

* added default randoPreset json for SM in playerSettings.yaml

* fixed broken SM client following merge

* beautified json skillset presets

* Fixed ArchipelagoSmClient not building

* Fixed conflict between mutliworld patch and beam_doors_plms patch

- doorsColorsRando now working

* SM generation now outputs APBP

- Fixed paths for patches and presets when frozen

* added missing file and fixed multithreading issue

* temporarily set data_version = 0

* more work

- added support for AP starting items
- fixed client crash with gamemode being None
- patch.py "compatible_version" is now 3

* commited missing asm files

fixed start item reserve breaking game (was using bad write offset when patching)

* Nothing item are now handled game-side. the game will now skip displaying a message box for received Nothing item (but the client will still receive it).

fixed crash in SMClient when loosing connection to SNI

* fixed No Energy Item missing its ID

fixed Plando

* merge post fixes

* fixed start item Grapple, XRay and Reserve HUD, as well as graphic beams (except ice palette color)

* fixed freeze in blue brinstar caused by Varia's custom PLM not being filled with proper Multiworld PLM address (altLocsAddresses)

* fixed start item x-ray HUD display

* Fixed start items being sent by the server (is all handled in ROM)

Start items are now not removed from itempool anymore
Nothing Item is now local_items so no player will ever pickup Nothing. Doing so reduces contribution of this world to the Multiworld the more Nothing there is though.
Fixed crash (and possibly passing but broken) at generation where the static list of IPSPatches used by all SM worlds was being modified

* fixed settings that could be applied to any SM players

* fixed auth to server only using player name (now does as ALTTP to authenticate)

* - fixed End Credits broken text

* added non SM item name display

* added all supported SM options in playerSettings.yaml

* fixed locations needing a list of parent regions (now generate a region for each location with one-way exits to each (previously) parent region

did some cleaning (mainly reverts on unnecessary core classes

* minor setting fixes and tweaks

- merged Area and lightArea settings
- made missileQty, superQty and powerBombQty use value from 10 to 90 and divide value by float(10) when generating
- fixed inverted layoutPatch setting

* added option start_inventory_removes_from_pool

fixed option names formatting
fixed lint errors
small code and repo cleanup

* Hopefully fixed ROR2 that could not send any items

* - fixed missing required change to ROR2

* fixed 0 hp when respawning without having ever saved (start items were not updating the save checksum)

* fixed typo with doors_colors_rando

* fixed checksum

* added custom sprites for off-world items (progression or not)

the original AP sprite was made with PierRoulette's SM Item Sprite Utility by ijwu

* - added missing change following upstream merge

- changed patch filename extension from apbp to apm3 so patch can be used with the new client

* added morph placement options: early means local and sphere 1

* fixed failing unit tests

* - fixed broken custom_preset options

* - big cleanup to remove unnecessary or unsupported features

* - more cleanup

* - moved sm_randomizer_rom and all always applied patches into an external project that outputs basepatch.ips

- small cleanup

* - added comment to refer to project for generating basepatch.ips (https://github.com/lordlou/SMBasepatch)

* fixed g4_skip patch that can be not applied if hud is enabled

* - fixed off world sprite that can have broken graphics (restricted to use only first 2 palette)

* - updated basepatch to reflect g4_skip removal

- moved more asm files to SMBasepatch project

* - tourian grey doors at baby metroid are now always flashing (allowing to go back if needed)

* fixed wrong path if using built as exe

* - cleaned exposed maxDifficulty options

- removed always enabled Knows

* Merged LttPClient and SMClient into SNIClient

* added varia_custom Preset Option that fetch a preset (read from a new varia_custom_preset Option) from varia's web service

* small doc precision

* - added death_link support

- fixed broken Goal Completion
- post merge fix

* - removed now useless presets

* - fixed bad internal mapping with maxDiff

- increases maxDiff if only Bosses is preventing beating the game

* - added support for lowercase custom preset sections (knows, settings and controller)

- fixed controller settings not applying to ROM

* - fixed death loop when dying with Door rando, bomb or speed booster as starting items

- varia's backup save should now be usable (automatically enabled when doing door rando)

* -added docstring for generated yaml

* fixed bad merge

* fixed broken infinity max difficulty

* commented debug prints

* adjusted credits to mark progression speed and difficulty as Non Available

* added support for more than 255 players (will print Archipelago for higher player number)

* fixed missing cleanup

* added support for 65535 different player names in ROM

* fixed generations failing when only bosses are unreachable

* - replaced setting maxDiff to infinity with a bool only affecting boss logics if only bosses are left to finish

* fixed failling generations when using 'fun' settings

Accessibility checks are forced to 'items' if restricted locations are used by VARIA following usage of 'fun' settings

* fixed debug logger

* removed unsupported "suits_restriction" option

* fixed generations failing when only bosses are unreachable (using a less intrusive approach for AP)

* - fixed deathlink emptying reserves

- added death_link_survive option that lets player survive when receiving a deathlink if the have non-empty reserves

* - merged death_link and death_link_survive options

* fixed death_link

* added a fallback default starting location instead of failing generation if an invalid one was chosen

* added Nothing and NoEnergy as hint blacklist

added missing NoEnergy as local items and removed it from progression

* now doesnt require ROM for generation

* removed stage_assert_generate

* fixed conflict with main and small cleanup
2024-11-30 03:36:00 +01:00
NewSoupVi
089b3f17a7 The Witness: Add "Panel Keys" and "Obelisk Keys" item groups #4026 2024-11-30 02:16:52 +01:00
NewSoupVi
ad30e3264a The Witness: Turn off default tests on a test that is prone to swap fails #4261 2024-11-30 02:15:50 +01:00
Jouramie
e262c8be9c Stardew Valley: Fix a bug where locations in logic would disappear from universal tracker as items get sent (#4230)
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2024-11-30 01:46:35 +01:00
Fabian Dill
492e3a355e WebHost: delete unused script tag (#4062) 2024-11-30 00:37:26 +01:00
qwint
1487d323cd Core: update error message for mismatched "event" placements #4043 2024-11-30 00:01:24 +01:00
NewSoupVi
dd88b2c658 The Witness: Fix unreachable locations on Longbox + Postgame #4291 2024-11-29 23:47:27 +01:00
Aaron Wagener
46dfc4d4fc Core: Allow option groups to specify option order (#3393)
* Core: Allow option groups to specify option order

* words hard

* Actually use the earlier built dictionary for faster in checking

Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>

---------

Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>
2024-11-29 23:37:14 +01:00
Exempt-Medic
b0a61be9df Tests: Add test that local/non local items aren't modified late #3976 2024-11-29 22:57:35 +01:00
palex00
7c00c9a49d Core: Change "Unreachable Items" to "Unreachable progression items" in playthrough warning for clarification (#4287) 2024-11-29 22:48:01 +01:00
Kaito Sinclaire
1365bd7a0a CODEOWNERS: Add KScl as world maintainer for id Tech 1 games (#4288) 2024-11-29 22:46:38 +01:00
David St-Louis
6e5adc7abd New Game: Faxanadu (#3059) 2024-11-29 22:45:36 +01:00
NewSoupVi
c97e4866dd Core: Rewrite start inventory from pool code (#3778)
* Rewrite start inventory from pool code

* I think this is nicer?

* lol

* I just made it even shorter and nicer

* comments :D

* I think this makes more logical sense

* final change I promise

* HOLD UP THIS IS SO SHORT NOW

* ???????? Vi pls

* ???????? Vi pls????????????????

* this was probably important idk

* Lmao this just did not work correctly at all
2024-11-29 22:43:01 +01:00
Exempt-Medic
8444ffa0c7 id Tech: Standardizing and fixing display names (#4240) 2024-11-29 21:34:14 +01:00
Doug Hoskisson
2fb59d39c9 Zillion: use "new" settings api and cleaning (#3903)
* Zillion: use "new" settings api and cleaning

* python 3.10 typing update

* don't separate assignments of item link players
2024-11-29 21:25:01 +01:00
Doug Hoskisson
b5343a36ff Core: fix settings API for removal of Python 3.8, 3.9 (#4280)
* Core: fix settings API for removal of Python 3.8, 3.9

This is fixing 2 problems:
- The `World` class has the annotation:
  `settings: ClassVar[Optional["Group"]]`
  so `MyWorld.settings` should not raise an exception like it does for some worlds.
  With the `Optional` there, it looks like it should return `None` for the worlds that don't use it. So that's what I changed it to.

- `Group.update` had some code that required `typing.Union` instead of the Python 3.10 `|` for unions.

added unit test for this fix
added change in Zillion that I used to discover this problem and used it to test the test

* fix copy-pasted stuff

* tuple instead of set

Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>

---------

Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
2024-11-29 21:17:56 +01:00
black-sliver
d7a0f4cb4c CI: fix naming of windows build action (#4286) 2024-11-29 20:49:36 +01:00
Ehseezed
77d35b95e2 Timespinner: Update AP to have parity with standalone options (#3805) 2024-11-29 20:46:12 +01:00
NewSoupVi
b605fb1032 The Witness: Make Elevators Come To You an OptionSet (#4000)
* Split elevators come to you

* .

* unit test

* mypy stuff

* Fine. I'll fix the fcking commented out code. Happy?

* ruff

* """""Backwards compatibility"""""

* ruff

* make it look better

* #

* fix presets

* fix a unit test

* Make that explicit in the code

* Improve description
2024-11-29 20:45:44 +01:00
NewSoupVi
a5231a27cc Yacht Dice: Mark YachtWeights.py as "linguist-generated" (#3898)
This means its diff will be collapsed by default on PRs that change it, because it is an "auto generated" file that does not need to be looked at by reviewers
2024-11-29 20:45:10 +01:00
qwint
1454bacfdd HK: better error messaging for charm plando (#3907) 2024-11-29 20:43:33 +01:00
Jouramie
ed4e44b994 Stardew Valley: Remove some events for a slight performance increase (#4085) 2024-11-29 20:41:26 +01:00
Benjamin S Wolf
d36c983461 Core: Log warnings at call site, not Utils itself (#4229) 2024-11-29 20:40:02 +01:00
black-sliver
05aa96a335 CI: use py3.12 for the linux and windows builds (#4284)
* CI: use py3.12 for the linux build

* CI: use py3.12 for the windows build
2024-11-29 20:07:14 +01:00
Bryce Wilson
6f2464d4ad Pokemon Emerald: Rework tags/dynamically create item and location groups (#3263)
* Pokemon Emerald: Rework location tags to categories

* Pokemon Emerald: Rework item tags, automatically create item/location groups

* Pokemon Emerald: Move item and location groups to data.py, add some regional location groups

* Map Regions

* Pokemon Emerald: Fix up location groups

* Pokemon Emerald: Move groups to their own file

* Pokemon Emerald: Add meta groups for location groups

* Pokemon Emerald: Fix has_group using updated item group name

* Pokemon Emerald: Add sanity check for maps in location groups

* Pokemon Emerald: Remove missed use of location.tags

* Pokemon Emerald: Reclassify white and black flutes

* Pokemon Emerald: Update changelog

* Pokemon Emerald: Adjust changelog

---------

Co-authored-by: Tsukino <16899482+Tsukino-uwu@users.noreply.github.com>
2024-11-29 09:24:24 +01:00
ken
91185f4f7c Core: Add timestamps to logging for seed generation (#3028)
* Add timestamps to logging for improved debugging

* Add datetime to general logging; particularly useful for large seeds.

* Move console timestamps from Main to Utils.init_logging (better location)

* Update Main.py

remove spurious blank line

Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>

---------

Co-authored-by: Zach Parks <zach@alliware.com>
Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
2024-11-29 07:16:54 +01:00
NewSoupVi
1371c63a8d Core: Actually take item from pool when plandoing from_pool (#2420)
* Actually take item from pool when plandoing from_pool

* Remove the awkward index thing

* oops left a comment in

* there wasn't a line break here before

* Only remove if actually found, check against player number

* oops

* Go back to index based system so we can just remove at the end

* Comment

* Fix error on None

* Update Fill.py

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>

---------

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2024-11-29 07:14:23 +01:00
Fabian Dill
30b414429f LTTP: sort of use new options system (#3764)
* LttP: switch to dataclass options definition

* LttP: write old options onto multiworld
LttP: use World.random
2024-11-29 05:02:26 +01:00
Solidus Snake
ce210cd4ee SMZ3: Add Start Inventory From Pool (#4252)
* Add Start Inventory From Pool

Just as the title implies

* Update Options.py

Fix dataclass since I had just pulled changes from prior options.py without seeing if anythin had changed

* Update Options.py

One more time with feeling

* Update worlds/smz3/Options.py

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>

---------

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2024-11-29 02:16:50 +01:00
BootsinSoots
8923b06a49 Webhost: Make YGO 06 setup title match page #4262
Make Guide title match the rest of the set up guides on the webhost
2024-11-29 02:16:12 +01:00
Emily
b783eab1e8 Core: Introduce 'Hint Priority' concept (#3506)
* Introduce 'Hint Priority' concept

* fix error when sorting hints while not connected

* fix 'found' -> 'status' kivy stuff

* remove extraneous warning

this warning fired if you clicked to select or toggle priority of any hint, as you weren't clicking on the header...

* skip scanning individual header widgets when not clicking on the header

* update hints on disconnection

* minor cleanup

* minor fixes/cleanup

* fix: hints not updating properly for receiving player

* update re: review

* 'type() is' -> 'isinstance()'

* cleanup, re: Jouramie's review

* Change 'priority' to 'status', add 'Unspecified' and 'Avoid' statuses, update colors

* cleanup

* move dicts out of functions

* fix: new hints being returned when hint already exists

* fix: show `Found` properly when hinting already-found hints

* import `Hint` and `HintStatus` directly from `NetUtils`

* Default any hinted `Trap` item to be classified as `Avoid` by default

* add some sanity checks

* re: Vi's feedback

* move dict out of function

* Update kvui.py

* remove unneeded dismiss message

* allow lclick to drop hint status dropdown

* underline hint statuses to indicate clickability

* only underline clickable statuses

* Update kvui.py

* Update kvui.py

---------

Co-authored-by: Silvris <58583688+Silvris@users.noreply.github.com>
Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
2024-11-29 02:10:31 +01:00
Fabian Dill
b972e8c071 Core: fix deprecation warning for utcnow() in setup.py (#4170) 2024-11-29 01:57:18 +01:00
josephwhite
faeb54224e Super Mario 64: Option groups (#4161)
* sm64ex: add option groups

* sm64ex: rename sanity options group to item options

* sm64ex: rename sanity options group to logic options

* sm64ex: seperate star costs from goal options and add entrance rando to logic options

* sm64ex: seperate ability options from logic options group
2024-11-29 01:45:26 +01:00
Justus Lind
1ba7700283 Muse Dash: Change AttributeError to KeyError when Create_Item receives an item name that doesn't exist in the world (#4215)
* Change missing attribute error to key error.

* Swap to explicit key error

* Revert "Swap to explicit key error"

This reverts commit 719255891e.
2024-11-29 01:44:21 +01:00
NewSoupVi
710cf4ebba Core: Add __iter__ to VerifyKeys (#3550)
* Add __iter__ to VerifyKeys

* Typing
2024-11-29 01:42:08 +01:00
NewSoupVi
82260d728f The Witness: Add Fast Travel Option (#3766)
* add unlockable warps

* Change Swamp Near Platform to Swamp Platform

* apply changes to variety as well
2024-11-29 01:41:40 +01:00
NewSoupVi
62e4285924 Core: Make region.add_exits return the created Entrances (#3885)
* Core: Make region.add_exits return the created Entrances

* Update BaseClasses.py

* Update BaseClasses.py

Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>

---------

Co-authored-by: Doug Hoskisson <beauxq@users.noreply.github.com>
2024-11-29 01:41:13 +01:00
Exempt-Medic
ce78c75999 OoT: Turn Logic Tricks into an OptionSet (#3551)
* Alphabetizing WebHost display for logic tricks

* Convert to a Set

* Changing this back to match upstream
2024-11-29 01:40:53 +01:00
Exempt-Medic
c022c742b5 Core: Add item.filler helper (#4081)
* Add filler helper

* Update BaseClasses.py
2024-11-29 01:38:53 +01:00
Mysteryem
3cb5219e09 Core: Fix playthrough only checking half of the sphere 0 items (#4268)
* Core: Fix playthrough only checking half of the sphere 0 items

The lists of precollected items were being mutated while iterating those
same lists, causing playthrough to skip checking half of the sphere 0
advancement items.

This patch ensures the lists are copied before they are iterated.

* Replace chain.from_iterable with two for loops for better clarity

Added a comment to `multiworld.push_precollected(item)` to explain that
it is also modifying `precollected_items`.
2024-11-29 01:38:17 +01:00
NewSoupVi
5d30d16e09 Docs: Mention explicit_indirect_conditions & "Menu" -> origin_region_name (#3887)
* Docs: Mention explicit_indirect_conditions

https://github.com/ArchipelagoMW/Archipelago/pull/3682

* Update world api.md

* Docs: "Menu" -> origin_region_name

https://github.com/ArchipelagoMW/Archipelago/pull/3682

* Update docs/world api.md

Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>

* Update world api.md

* I just didn't do this one and then Medic approved it anyway LMAO

* Update world api.md

---------

Co-authored-by: Nicholas Saylor <79181893+nicholassaylor@users.noreply.github.com>
2024-11-29 01:37:33 +01:00
NewSoupVi
4780fd9974 The Witness: Rename some *horrendously* named variables (#4258)
* Rename all instances of 'multi' to 'progressive' and all instances of 'prog' to 'progression'

* We do a little reordering

* More

* One more
2024-11-29 01:37:19 +01:00
LiquidCat64
3ba0576cf6 CV64: Fix the first Waterway 3HB ledge setting the flag of one of the Nitro room item locations. #4277 2024-11-29 01:36:21 +01:00
axe-y
283d1ab7e8 DLC Quest Bug Fix 50+ coin bundle basic Campaign (#4276)
* DLC Quest Bug Fix

* DLC Quest Bug Fix
2024-11-29 01:35:09 +01:00
Shiny
78bc7b8156 Docs: update Pokemon R/B spanish guide (#2672)
* Update setup_es.md

* Update setup_es.md

i'm stupid and actually didn't edit the client chose part lol
2024-11-28 21:43:58 +01:00
Lolo
a07ddb4371 Docs: (Re)write french alttp setup guide and game page (#2296) 2024-11-28 17:13:14 +01:00
Tim Mahan
4395c608e8 [Docs] Update the macOS guide to match changes in core (#4265)
* Update mac_en.md

Updated the minimum version recommended to a version actually supported by AP.

* 3.13 is not in fact, supported.

Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>

---------

Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
2024-11-28 08:41:13 +01:00
nmorale5
f4322242a1 Pokemon RB - Fix Incorrect Item Location in Victory Road 2F (#4260) 2024-11-28 02:43:37 +01:00
black-sliver
a3711eb463 Launcher: fix detection of valid .apworld (#4272) 2024-11-28 01:46:06 +01:00
Scipio Wright
6656528d78 TUNIC: Fix missing ladder rule for library fuse #4271 2024-11-28 01:43:52 +01:00
NewSoupVi
e1f16c6721 WebHost: Fix crash on advanced options when a Range option used "random" as its default (#4263) 2024-11-27 14:19:52 +01:00
Fabian Dill
334781e976 Core: purge py3.8 and py3.9 (#3973)
Co-authored-by: Remy Jette <remy@remyjette.com>
Co-authored-by: Jouramie <16137441+Jouramie@users.noreply.github.com>
Co-authored-by: Aaron Wagener <mmmcheese158@gmail.com>
2024-11-27 03:28:00 +01:00
NewSoupVi
6c939d2d59 The Witness: Rename "Panel Hunt Settings" to "Panel Hunt Options" (#4251)
Who let me get away with this lmao
2024-11-27 02:49:18 +01:00
agilbert1412
e882c68277 Stardew Valley - Update documentation 5.x.x links into 6.x.x links #4255 2024-11-27 02:09:53 +01:00
NewSoupVi
dbf284d4b2 The Witness: Give an actual name to the new option (lol) #4238 2024-11-27 02:09:13 +01:00
agilbert1412
75624042f7 Stardew Valley: Make progressive movie theater a progression trap (#3985) 2024-11-27 00:44:33 +01:00
Ziktofel
0dade05133 SC2: Fix wrongly classified location type (#4249) 2024-11-26 00:35:24 +01:00
Exempt-Medic
fcaba14b62 Zillion: Add display_name to ZillionSkill #4241 2024-11-25 19:27:31 +01:00
Exempt-Medic
6073d5e37e Lufia2: Fix Nondeterministic Behavior #4243 2024-11-25 19:26:44 +01:00
Exempt-Medic
41a7d7eeee HK: Fix Nondeterministic Behavior #4244 2024-11-25 19:26:21 +01:00
Exempt-Medic
d3a3c29bc9 Landstalker: Fix Nondeterministic Behavior #4245 2024-11-25 19:25:55 +01:00
wildham
0ad5b0ade8 [FFMQ] Fix all checks sending on hard reset + stronger read validation check (#4242)
* Fix all checks sending on hard reset

* stronger validation

* Fix typo

* remove extraneous else

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>

* fix style

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>

---------

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2024-11-25 19:25:29 +01:00
Exempt-Medic
e6e31a27e6 SC2: Fix Nondeterministic Behavior (#4246)
* Add < for sorting

* Sorting for determinism

* id instead of value
2024-11-25 19:25:00 +01:00
Scipio Wright
a650e90b57 TUNIC: Add clarifying comment to item links handling #4233 2024-11-24 18:43:28 +01:00
gaithern
36f17111bf Kingdom Hearts: Minor Logic Fixes (#4236)
* Update Rules.py

* Update worlds/kh1/Rules.py

Co-authored-by: Scipio Wright <scipiowright@gmail.com>

* Update worlds/kh1/Rules.py

Co-authored-by: Scipio Wright <scipiowright@gmail.com>

---------

Co-authored-by: Scipio Wright <scipiowright@gmail.com>
2024-11-24 18:42:21 +01:00
Jarno
03b90cf39b Timespinner: Re-added missing enmemy rando option #4235 2024-11-24 15:57:39 +01:00
Scipio Wright
5729b78504 TUNIC: Fix it so item linked locations are correct in slot data (#4105)
* Fix it so item linked locations are correct in slot data

* List -> Set

* Cache the locations instead

* Just loop the multiworld once

* Move it all to fill slot data and pretend we're doing a stage

* Move groups up so it doesn't loop over the multiworld locations if no item links are present

* Update worlds/tunic/__init__.py

Co-authored-by: Mysteryem <Mysteryem@users.noreply.github.com>

---------

Co-authored-by: Mysteryem <Mysteryem@users.noreply.github.com>
2024-11-23 01:42:44 +01:00
Mysteryem
ba50c947ba AHiT: Fix reconnecting rift access regions for starting and plando acts (#4200)
Reconnecting an act in a telescope to a time rift removes the entrances
to the time rift from its access regions because it will be accessible
from the telescope instead.

By doing so early on, as a starting act with insanity act randomizer or
as a plando-ed act, this can happen before the time rift itself has been
reconnected to an act or other time rift. In which case, when later
attempting to connect that time rift to an act or other time rift, the
entrances from the rift access regions will no longer exist, so must be
re-created. The original code was mistakenly re-creating the entrances
from the time rift being reconnected, instead of from the rift access
regions.
2024-11-23 00:13:57 +01:00
digiholic
2424b79626 OSRS: Fixes to Logic errors related to Max Skill Level determining when Regions are accessible (#4188)
* Removes explicit indirect conditions

* Changes special rules function add rule instead of setting, and call it unconditionally

* Fixes issues in rule generation that have been around but unused the whole time

* Finally moves rules out into a separate file. Fixes level-related logic

* Removes redundant max skill level checks on canoes, since they're in the skill training rules now

* For some reason, canoe logic assumed you could always walk from lumbridge to south varrock without farms. This has been fixed

* Apply suggestions from code review

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>

* Quests now respect skill limits and can be excluded. Tasks that take multiple skills how actually check all skills

* Adds alternative route for cooking that doesn't require fishing

* Remove debug code

---------

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
2024-11-22 16:33:27 +01:00
Mysteryem
d4b1351c99 Aquaria: Remove BaseException handling from create_item (#4218)
* Aquaria: Remove BaseException handling from create_item

Catching `BaseException` without re-raising the exception should almost
never be done because `BaseException` includes exit exceptions, such as
`SystemExit` and `KeyboardInterrupt`.

Ideally, the caught exception types should be as narrow as possible to
not mask bugs from catching unexpected exceptions. Having narrow
exception types can also help indicate to other developers what
exceptions are expected to be raisable by the code within the `try`
clause.

Similarly, the `try` clause should ideally contain the minimum code
necessary, to avoid masking bugs in the case that code within the `try`
clause that is not expected to raise an exception does so.

In this case, the only expected exception that can occur appears to be
`item_table[name]` that can raise a `KeyError` when `create_item()` is
passed an unexpected `name` argument. So this patch moves the other code
out of the `try` clause and changes the caught exception types to only
`KeyError`.

* Remove try-except

The KeyError that would be raised will be propagated as-is rather than
raising a new exception in its place.

* Remove extra newline

The original code did not have this newline, so it has been removed.
2024-11-21 20:43:37 +01:00
qwint
859ae87ec9 Launcher: ports the _stop fix in the Launcher kivy App to handle_url Popup App (#4213)
* fixes url launched popup so it can close cleanly after spawning another kivy app like text client

* whoops
2024-11-21 17:43:01 +01:00
Doug Hoskisson
124ce13da7 Core: improve error message for missing "game" entry in yaml (#4185) 2024-11-20 09:45:41 +01:00
qwint
48ea274655 MultiServer: persist hints even if previously found (#4214)
* change to persist all hints to ctx.hints regardless of found status

* remove if not found entirely as it seems like it was added to not double charge hint points
9842399d8b
2024-11-19 21:16:10 +01:00
Aaron Wagener
85a713771b Tests: have option preset validation test do full validation (#4208)
* Tests: have option preset validation test do full validation

* sum on an IntFlag is a thing apparently
2024-11-18 18:09:27 +01:00
black-sliver
3ae8992fb6 Clients: fix high CPU usage when launched via MultiProcessing (#4209)
* Core: make Utils.stream_input not consume all CPU for non-blocking streams

* Clients: ignore MultiProcessing pipe as input console
2024-11-18 15:59:17 +01:00
Scipio Wright
01c6037562 TUNIC: Fix a few missing tricks in logic (#4132)
* Add missing connection to the furnace entry by west garden

* Add missing connection to the furnace entry by west garden

* Add missing hard ls for ruined passage door

* Allow shield for LS

* Split PR into two

* Split PR into two

* Split PR into two

* Add dark tomb ice grapple through the wall
2024-11-18 14:39:58 +01:00
agilbert1412
4b80b786e2 Stardew Valley: Removed Walnutsanity and Filler buffs from the all random preset (#4206) 2024-11-18 08:45:04 +01:00
Silvris
bd5c8ec172 MM2: minor bugfixes (#4190)
* move special cases to be outside strict

* Update text.py

* fix wily machine edge case, incorrect weapons, and time stopper failsafe

* bump world version

* weakness checking is inclusive

* Update __init__.py

* add air shooter to edge case validation
2024-11-18 02:22:25 +01:00
t3hf1gm3nt
baf291d7a2 TLOZ: Assorted Logic Fixes (#4203)
* TLOZ: Assorded Logic Fixes

- Add needing arrows for Pols Voice rule. Not super necessary at the moment since wooden arrows are always accessible in one of the opening shops, but future proofing for future plans

- Create Gohma Locations and make sure all Gohma blocked locations have the required rule (was missing at least one location before)

- Remove the rule requiring Bow for all locations of level 8 (not sure why that was there, it's theoretically redundant now that Gohma and Pols Voice are properly marked)

- Make sure Digdogger locations properly require Recorder, and clean up redundant Level 7 rules as level 7 currently requires Recorder to access the entrance

* Update worlds/tloz/Rules.py

forgor that has_any exists

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>

* Remove world = multiworld

---------

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2024-11-18 02:19:26 +01:00
NewSoupVi
9c102da901 The Witness: Allow setting the puzzle randomization seed yourself (#4196)
* Allow setting the puzzle randomization seed yourself

* longer tooltip

* Oh

* Also actually have the correct values that the client will accept (lol, thanks Medic)

* Update worlds/witness/options.py

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>

---------

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2024-11-18 02:16:14 +01:00
Louis M
75e18e3cc9 Aquaria: Fixing no progression bug (#4199) 2024-11-17 16:59:50 +01:00
CaitSith2
a3d6036939 Factorio: energy link bridge improvements (#4182)
* improve energy link performance on large surfaces

* Add Energy link bridge storage table to initialization.

* Fix event based energy link for Factorio 2.0

* Adjust energy link bridge for quality.
2024-11-17 16:58:14 +01:00
Mysteryem
7eb12174b7 Core: Fix empty rule comparisons with subclasses (#4201)
If a world uses a `Location` or `Entrance` subclass that overrides the
`item_rule`/`access_rule` class attribute, then
`spot.__class__.item_rule`/`spot.__class__.access_rule` will get the
overridden rule, which may not be an empty rule.

Uses of `spot.__class__` have been replaced with getting the class
attribute rule belonging to the `Location` or `Entrance` class.
2024-11-17 16:55:42 +01:00
NewSoupVi
73146ef30c Tests: Use Option.from_any instead of Option() in test_pickle_dumps, which is currently preventing Range options from using default: "random" #4197 2024-11-17 01:52:49 +01:00
Fabian Dill
66314de965 Subnautica: compose DeathLink custom text instead of overwriting (#4172)
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2024-11-17 00:55:18 +01:00
Zach "Phar" Parks
5141f36e95 WebHost: Fix 500 server errors for hints involving ItemLink slots on tracker pages (#4198)
* Also makes adjustments to the style for these slots by italicizing its names (including multi-tracker).
* Player-specific trackers do not link to ItemLink player trackers (they do not exist).
* Fixes a bug on Factorio multi-tracker when item links exist.
2024-11-16 16:16:09 +00:00
black-sliver
9ba613277e Launcher: change import order to fix ModuleUpdate (#4194) 2024-11-16 03:00:34 +01:00
black-sliver
f9c6ecc8b2 Webhost: fix doc and yaml filenames / install paths (#4193)
* WebHost: use new safe yaml template filename

this mirrors the change in ArchipelagoMW/#4106 in WebHost

* WebHost: install docs into safe filename and require docs to be named safe

* Test: update doc test for safe name

* WebHost: fix import order to not break ModuleUpdate
2024-11-15 17:31:03 +01:00
Exempt-Medic
a734d25f66 PKMN R/B: Don't change classification of items from other worlds #4192 2024-11-15 01:57:08 +01:00
Branden Wood
2a850261b8 docs: Add @BrandenEK as codeowner (#4177) 2024-11-14 23:57:49 +01:00
palex00
70b9b97841 [PKMN RB] Fixes faulty logic in Victory Road 1 #4191 2024-11-14 23:50:36 +01:00
gurglemurgle5
6c9b7eca10 Core: Fix Template Yamls for games with colon in name (#4106)
* add quotes around strings containing {{ game }}

* do the actually correct thing instead of a hack

thanks berserker66 for pointing out to me that I was doing this the
completly wrong way, so I fixed it up

* Clean up filenames to prevent illegal chars

* Use %s substitution instead of concatenation

* whoops

somehow i removed a space from the comment for the regex, so this adds
it back

* Use pre-existing function in Utils.py

* Test: add test for option yaml with colon

---------

Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
2024-11-14 23:43:42 +01:00
Natalie Weizenbaum
dd659de079 DS3: List compatible static randomizer versions in slot data (#4178)
This will make it easier for players to understand when they have a
mismatch between their DS3 apworld and their local randomizer version,
mitigating a common source of confusion and support requests.
2024-11-14 23:43:34 +01:00
LiquidCat64
7916d1e67c CV64: Fix DeathLink Nitro explosions hitting you at times they shouldn't #4158 2024-11-14 23:41:57 +01:00
LiquidCat64
c9e63a836a CV64: Fix some textbox message truncation issues #4157 2024-11-14 23:40:39 +01:00
Katelyn Gigante
8f60a4a259 Core: Detect and account for apworlds being downloaded with a (1) in their name (#4144)
* Core: Detect and account for apworlds being downloaded with a (1) in their name

* Reword comment

* Always use internal module name

* Requested changes from black-silver
2024-11-14 21:51:05 +01:00
Nicholas Saylor
eac3e3c29e Tests: Add ignore filter to s2clientprotocol warnings (#4180) 2024-11-13 19:04:31 +01:00
Benjamin S Wolf
c295926ce1 Landstalker: remove global ref to multiworld (#4175)
* Landstalker: remove global ref to multiworld

`cached_spheres` holds a reference to the multiworld, which leaks the multiworld if multidata is skipped. Instead of making it a class variable, give a reference to each matching world.

* Switch to using `get_game_worlds`
2024-11-13 13:05:34 +01:00
CaitSith2
85159a4f1f Factorio: Fix satellite goal (#4183) 2024-11-13 02:03:27 +01:00
Nicholas Saylor
8b87e20a96 DLCQuest: Use options API for campaign and remove unused imports in tests #4181 2024-11-13 00:13:49 +01:00
agilbert1412
17f03bb5f8 Stardew valley: Fixed furnace logic bug (#4163) 2024-11-12 05:27:43 +01:00
Hexa
74f922ea37 MMBN3: Typo for SloGauge (#3457) 2024-11-12 00:03:48 +01:00
Nicholas Saylor
10bc05a172 Update codeQL to v3 (#4143) 2024-11-11 23:50:12 +01:00
palex00
432d8fa1c2 [PKMN RB] Adds slot data that tells the tracker V5 logic should be considered (#3995)
* Adds v5_update-info to slot data

* Adds a comma

Co-authored-by: Scipio Wright <scipiowright@gmail.com>

---------

Co-authored-by: Scipio Wright <scipiowright@gmail.com>
2024-11-11 18:02:37 +01:00
Fabian Dill
f3413e9cef Factorio: support 2.0 update (#4110)
- removed tutorialization (Craft/Do X to unlock tech)
- start with  everything needed for power, electric mining drills, science lab and automation science already unlocked
- updated world gen
- updated mod api use
   - updated fluid boxes (CaitSith2)
- new option: free sample quality (needs quality mod)
- removed old gruft, faster gen speed, faster load time
- lists space age as explicitly not supported, so it prevents the game from trying to load both
- fixes Y offset of traps being wrong (way higher than intended)
- client now has a 5 second timeout to communicate with the bound factorio server, so it aborts actions if the server died
- savegames are now stored  in write_data_directory -> saves -> Archipelago
- add cargo-landing-pad  handling
- starting rocket silo and cargo landing pad respect free sample quality 
- supports Factorio 2.0

---------

Co-authored-by: CaitSith2 <d_good@caitsith2.com>
2024-11-11 11:43:16 +01:00
black-sliver
b3e5ef876a WebHost: update werkzeug (#4167) 2024-11-10 01:40:29 +01:00
black-sliver
9be996ba0e Core: downgrade websockets and minor fixes (#4166)
* Core: downgrade websockets to 13.x

14.x currently doesn't work for MultiServer.
14.x is not supported with py3.8, so updating to 14.x should be scheduled for AP 0.6.0.

* CI: 5min timeout for hosting test

* MultiServer: properly shutdown even if ctx is invalid

* CI: increase hosting test timeout to 10min

this is 4x expected time, just to be safe.
2024-11-10 01:23:29 +01:00
NewSoupVi
fa93bc5d1e The Witness: Get rid of Menu region, prepare for other worlds to change theirs (hints) #3888 2024-11-09 21:10:54 +01:00
Justus Lind
6b4f6ebc1e Update to Muse Dash v4.9.0 [Ensemble Arcanum] (#4095)
* Update to Muse Dash v4.9.0

* Add trailing newline

* I've forgotten to adjust this for a while. Lets increase it by a decent chunk.
2024-11-09 20:14:34 +01:00
Nicholas Saylor
930529e211 DS3: Update tests to use bases.py (#4138) 2024-11-09 19:29:51 +01:00
LiquidCat64
aae8b16073 CV64: Remove multiworld random usage #4156 2024-11-08 18:57:44 +01:00
Mysteryem
f4072833f3 TUNIC: Add Shop indirect condition (#4160)
* TUNIC: Add Shop indirect condition

The `Overworld -> Cube Cave Entrance Region` Entrance checks
`can_shop()` which checks for being able to reach the "Shop" Region, so
the Entrance requires an indirect condition of reaching the "Shop"
Region.

* Rename entrance variable to cube_entrance

Co-authored-by: Scipio Wright <scipiowright@gmail.com>

---------

Co-authored-by: Scipio Wright <scipiowright@gmail.com>
2024-11-08 18:57:11 +01:00
Mysteryem
f52d65a141 Pokemon RB: make stage_post_fill deterministic (#4008)
stage_post_fill iterates sets of locations, so the iteration order is
non-deterministic, resulting in different items being converted from
Progression to Useful when generating with the same seed.

This patch makes stage_post_fill deterministic by sorting the duplicate
pokemon locations in each sphere before choosing which of the duplicates
should remain as progression.
2024-11-08 12:11:41 +01:00
SunCat
2bdc1e0fc5 Checksfinder: clean up setup guide intro and change ownership #4147 2024-11-07 10:35:12 +01:00
Remy Jette
639b9598bd sm64ex: Make the Exclamation Boxes option a Toggle (#4152) 2024-11-07 10:34:41 +01:00
NewSoupVi
a29205b547 Core: Add Item.excludable helper function (#4080)
Some worlds might want to check for "Item is junk", i.e. an excludable item.

Because this is both `filler` and `trap`, and because `filler` is `0`, there are many "wrong ways" to do this. So I think we should provide a helper function for it.
2024-11-07 09:59:08 +01:00
black-sliver
345d5154a9 WebHost: fix missing timezone in tracker if-modified-since handling (#4125)
* WebHost: fix missing timezone in tracker if-modified-since handling

and add a test for it

* WebHost, Test: fix running test_tracker in parallel
2024-11-07 09:51:40 +01:00
black-sliver
a0207e0286 Setup: exclude zstandard (#4155)
This is quite the big dependency (~20MB) that is unused.
For non-webhost it is an optional dependency to requests.
2024-11-07 09:41:42 +01:00
Mysteryem
7449bf6b99 ALttP: Use auto indirect conditions (#4153)
ALttP makes common use of entrances with access rules that require
another entrance to be accessible. This results in requiring an indirect
condition to be registered for the other entrance's `.parent_region`,
but this indirect condition is often missing.

There are so many missing indirect conditions, and due to the complexity
of some of the chained rules, it is simply not realistic to add all the
missing indirect conditions.

This patch changes ALttP to use automatic indirect conditions instead of
explicit indirect conditions and removes the places that were
registering indirect conditions.

Without this patch, the missing indirect conditions almost never have an
effect on generating with default options, but enabling certain options,
such as `glitches_required` or `entrance_shuffle` can result in
frequently checking entrances that are missing indirect conditions.

Examples of complex chained rules:
`get_rule_to_add()` in `Rules.set_bunny_rules()` can create
rules on entrances that require access to any of a number of different
other entrances, which should require the parent regions of all of those
other entrances to be registered as indirect conditions.

There are entrance access rules that check
`StateHelpers.can_kill_most_things()` (e.g. `Turtle Rock Second Section
Bomb Wall`), which can check `can_extend_magic()`, which checks for
being able to buy unlimited `Blue Potion`, which checks for being able
to reach a shop that sells unlimited `Blue Potion`. This is usually
`Potion Shop`, but there is a yaml option that shuffles shop
inventories, so the shop that sells unlimited `Blue Potion` can be
randomized, meaning that the region that should be registered as an
indirect condition can also be randomized.

Example of many missing indirect conditions:
With `small_key_shuffle: universal`, every single
`ALttPLogic._lttp_has_key()` checks for being able to reach shops that
sell an unlimited number of universal Small Keys. Meaning that every
entrance access rule that uses `_lttp_has_key()` should register all
shop regions that sell unlimited universal small keys as indirect
conditions.
2024-11-07 09:29:47 +01:00
Nicholas Saylor
1cba694b78 Bumper Stickers: Update tests to bases.py #4137 2024-11-06 09:37:36 +01:00
Nicholas Saylor
9082ce74df Pokemon Emerald: Update tests to use bases.py #4142 2024-11-06 09:37:14 +01:00
Nicholas Saylor
5dfb2c514f DLC Quest: Update tests to use bases.py #4141 2024-11-06 09:36:49 +01:00
Zach "Phar" Parks
e2e5c5102b Rogue Legacy: Remove item/location id overlap rejection code. (#3893)
* Rogue Legacy: Remove item/location id overlap rejection code.

RL has been updated to support id overlaps.

* Update __init__.py

---------

Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
2024-11-05 08:33:41 +00:00
Nicholas Saylor
08b99b8c33 LADX: Update tests to use bases.py #4139 2024-11-04 08:40:08 +01:00
Nicholas Saylor
72d2a33c0b Lufia 2: Update tests to bases.py #4136 2024-11-04 08:39:12 +01:00
Nicholas Saylor
6d0f0d2f4a LTTP: Update tests to use bases.py #4140 2024-11-04 08:38:47 +01:00
SunCat
a64548a4c6 ChecksFinder: Update description (#4145)
* edit checksfinder description

* Remove trailing whitespace in docstring

---------

Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
2024-11-04 08:19:34 +01:00
Nicholas Saylor
d1dee226bf Launcher: Add link to the official site #4091 2024-11-03 15:48:52 +01:00
Bryce Wilson
504eceaf4f Pokemon Emerald: Prevent evolution fanfare from being replaced with flute (#4113)
* Pokemon Emerald: Prevent evolution fanfare from being replaced with flute

* Pokemon Emerald: Update Changelog
2024-11-03 15:36:39 +01:00
Ziktofel
96abc32f7d SC2: Small bugfix for SC2 logic #4126 2024-11-03 15:27:04 +01:00
NewSoupVi
048658955b Core: The Item Links fix to end them all (for now, hopefully) (#4096)
* Core: The Item Links fix to end them all

This puts the bandaid that was holding Item Links together for years back on.

It's a bad solution
But it's what we had previously, and the change away from this is what broke them

So in the interest of 0.5.1 releasing this century, maybe we should just go with this.

* Update AutoWorld.py
2024-11-03 15:22:10 +01:00
Nicholas Saylor
931e335155 Generate: Prevent ini Files from Being Included in YAML Discovery (#4127)
* Prevent ini files from being included in YAML discovery

* Update Generate.py

Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>

---------

Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
2024-11-01 21:07:43 +01:00
Nicholas Saylor
1323474a52 Tests: Update test_fill.py to use Options API (#4128)
* Update test_fill.py::TestDistributeItemsRestrictive::test_non_excluded_local_items

* Update test_fill.py:TestBalanceMultiworldProgression
2024-11-01 12:43:28 +01:00
black-sliver
f7b9ac990b WebHost: improve image asset loading performance (#4123)
* WebHost: Scale image assets

* WebHost: convert images to webp
2024-10-30 23:56:39 -04:00
Doug Hoskisson
085b655ad9 SNIClient: log exceptions and keep task alive (#3911)
* SNIClient: log exceptions and keep task alive

* also log errors in `get_handler`
and disconnect if error in `game_watcher`
2024-10-31 00:16:02 +01:00
qwint
0b5c7fe8a9 HK: fix grubhunt required grubs count (#4094)
* somehow this mixup got into the final grubhunt PR

* catch a case I didn't test before

* Update worlds/hk/__init__.py

Co-authored-by: Mysteryem <Mysteryem@users.noreply.github.com>

* first pass at adding grub count tests

* add tests to explicitly show counting/not counting of player2s grubs

* forgot a test rename

---------

Co-authored-by: Mysteryem <Mysteryem@users.noreply.github.com>
2024-10-30 23:58:40 +01:00
Aaron Wagener
aaf25f8c6f Tests: add test that option classes aren't reused (#3530) 2024-10-30 23:32:38 +01:00
Aaron Wagener
f00975c73d Tests: Add a test that weights file generates different results per player correctly (#3392)
* Tests: Add a test that weights file generates different results per player correctly

* Update test/programs/test_generate.py

* Generate.main() return and accessibility options were changed
2024-10-30 23:18:30 +01:00
Star Rauchenberger
ad40acd392 Lingo: Mark Eight Room -> The Incomparable as a warp (#4119) 2024-10-29 23:09:31 +01:00
Nicholas Saylor
4503ba75b6 Pokemon Emerald: Link to Rom Changes in Game Page (#4090)
* Added rematch information to game page

* Better wording

* Actually correct the language

* Update worlds/pokemon_emerald/docs/en_Pokemon Emerald.md

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>

* Linked to rom_changes_en.md rather than adding to the game page

---------

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2024-10-29 13:37:42 +01:00
Bryce Wilson
14c7b22fea Pokemon Emerald: Update changelog (#4112) 2024-10-29 13:36:02 +01:00
Benjamin S Wolf
1541f46d44 oc2: Reduce calls to meets_requirements (#4060) 2024-10-29 11:07:49 +01:00
Scipio Wright
b6c58c5c24 TUNIC: Minor revision to IG and LS option descriptions #4115 2024-10-29 02:43:03 +01:00
Natalie Weizenbaum
4dde3a2191 [DS3] Remind players to remove the old dinput8.dll (#4034)
This is a common mistake when players are getting set up with the new DS3 version.
2024-10-28 23:30:07 +01:00
Mysteryem
edacc07808 OSRS: Add missing indirect conditions (#4029)
All entrances to Cooks_Guild and Crafting_Guild and all entrances using
special logic for canoes were missing indirect conditions for the
regions that the cooking, crafting and woodcutting skill rules require
access to.
2024-10-28 23:26:08 +01:00
Star Rauchenberger
f3c59818b1 Lingo: Update documentation for panel shuffle (#4086) 2024-10-28 23:21:13 +01:00
Scipio Wright
594a8321c4 TUNIC: Add link to logic tricks doc (#4087)
* Add link to logic tricks doc

* Update worlds/tunic/docs/en_TUNIC.md

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>

---------

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2024-10-28 23:19:57 +01:00
Bryce Wilson
f10eb850dc Pokemon Emerald: Add some warnings to option descriptions (#4114) 2024-10-28 23:17:25 +01:00
Nicholas Saylor
3f6754d7f2 Docs: Update Information about Running Unittests (#4093)
* Expanded information in docs

* Revert run.xml changes

* Update docs/tests.md

Co-authored-by: qwint <qwint.42@gmail.com>

* Remove newline

* Apply suggestions from code review

Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>

* Added suggestsions from code review

---------

Co-authored-by: qwint <qwint.42@gmail.com>
Co-authored-by: black-sliver <59490463+black-sliver@users.noreply.github.com>
2024-10-28 19:47:08 +01:00
black-sliver
382a5df1d8 macos: fix crash when 'Open Patch' is used (#4108)
* macos: fix crash when 'Open Patch' is used

* Utils: fix error message in open_directory
2024-10-28 08:41:36 +01:00
palex00
9b5a2bedac [KH2] Add new Poptracker Pack to the KH2 Setup Guide (#4104)
* Add new Poptracker Pack to the KH2 Setup Guide

* Match Order in description

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>

* Make it say PopTracker with a capital T everywhere

---------

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2024-10-28 02:38:05 +01:00
Spineraks
d15fa57151 Yacht Dice: Textual fixes and changes (Docs / yaml description) (#3967)
* Add the yacht dice (from other git) world to the yacht dice fork

* Update .gitignore

* Removed zillion because it doesn't work

* Update .gitignore

* added zillion again...

* Now you can have 0 extra fragments

* Added alt categories, also options

* Added item categories

* Extra categories are now working! 🐶

* changed options and added exceptions

* Testing if I change the generate.py

* Revert "Testing if I change the generate.py"

This reverts commit 7c2b3df617.

* ignore gitignore

* Delete .gitignore

* Update .gitignore

* Update .gitignore

* Update logic, added multiplicative categories

* Changed difficulties

* Update offline mode so that it works again

* Adjusted difficulty

* New version of the apworld, with 1000 as final score, always

Will still need to check difficulty and weights of adding items.
Website is not ready yet, so this version is not usable yet :)

* Changed yaml and small bug fixes

Fix when goal and max are same
Options: changed chance to weight

* no changes, just whitespaces

* changed how logic works

Now you put an array of mults and the cpu gets a couple of tries

* Changed logic, tweaked a bit too

* Preparation for 2.0

* logic tweak

* Logic for alt categories properly now

* Update setup_en.md

* Update en_YachtDice.md

* Improve performance of add_distributions

* Formatting style

* restore gitignore to APMW

* Tweaked generation parameters and methods

* Version 2.0.3

manual input option
max score in logic always 2.0.3
faster gen

* Comments and editing

* Renamed setup guide

* Improved create_items code

* init of locations: remove self.event line

* Moved setting early items to generate_early

* Add my name to CODEOWNERS

* Added Yacht Dice to the readme in list of games

* Improve performance of Yacht Dice

* newline

* Improve typing

* This is actually just slower lol

* Update worlds/yachtdice/Items.py

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>

* Apply suggestions from code review

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>

* Update Options.py

* Styling

* finished text whichstory option

* removed roll and rollfragments; not used

* import; worlds not world :)

* Option groups!

* ruff styling, fix

* ruff format styling!

* styling and capitalization of options

* small comment

* Cleaned up the "state_is_a_list" a little bit

* RUFF 🐶

* Changed filling the itempool for efficiency

Now, we start with 17 extra items in the item pool, it's quite likely you need at least 17 items (~80%?).
And then afterwards, we delete items if we overshoot the target of 1000, and add items if we haven't reached an achievable score of 1000 yet. Also, no need to recompute the entire logic when adding points.

* 🐶

* Removed plando "fix"

* Changed indent of score multiplier

* faster location function

* Comments to docstrings

* fixed making location closest to goal_score be goal_score

* options format

* iterate keys and values of a dict together

* small optimization ListState

* faster collection of categories

* return arguments instead of making a list (will 🐶 later)

* Instead of turning it into a tuple, you can just make a tuple literal

* remove .keys()

* change .random and used enumerate

* some readability improvements

* Remove location "0", we don't use that one

* Remove lookup_id_to_name entirely

I for sure don't use it, and as far as I know it's not one of the mandatory functions for AP, these are item_name_to_id and location_name_to_id.

* .append instead of += for single items, percentile function changed

Also an extra comment for location ids.

* remove ) too many

* Removed sorted from category list

* Hash categories (which makes it slower :( )

Maybe I messed up or misunderstood...
I'll revert this right away since it is 2x slower, probably because of sorted instead of sort?

* Revert "Hash categories (which makes it slower :( )"

This reverts commit 34f2c1aed8.

* temporary push: 40% faster generation test

Small changes in logic make the generation 40% faster.
I'll have to think about how big the changes are. I suspect they are rather limited.
If this is the way to go, I'll remove the temp file and redo the YachtWeights file, I'll remove the functions there and just put the new weights here.

* Add Points item category

* Reverse changes of bad idea :)

* ruff 🐶

* Use numpy and pmf function to speed up gen

Numpy has a built-in way to sum probability mass functions (pmf).
This shaves of 60% of the generation time :D

* Revert "Use numpy and pmf function to speed up gen"

This reverts commit 9290191cb3.

* Step inbetween to change the weights

* Changed the weights to make it faster

135 -> 81 seconds on 100 random yamls

* Adjusted max_dist, split dice_simulation function

* Removed nonlocal and pass arguments instead

* Change "weight-lists" to Dict[str, float]

* Removed the return from ini_locations.

Also added explanations to cat_weights

* Choice options; dont'use .value (will ruff later)

* Only put important options in slotdata

* 🐶

* Add Dict import

* Split the cache per player, limit size to 400.

* 🐶

* added , because of style

* Update apworld version to 2.0.6

2.0.5 is the apworld I released on github to be tested
I never separately released 2.0.4.

* Multiple smaller code improvements

- changed names in YachtWeights so we don't need to translate them in Rules anymore
- we now remember which categories are present in the game, and also put this in slotdata. This we do because only one of two categories is present in a game. If for some reason both are present (plando/getitem/startinventory), we now know which category to ignore
-

* 🐶 ruff

* Mostly minimize_extra_items improvements

- Change logic, generation is now even faster (0.6s per default yaml).
- Made the option 'minimize_extra_items' do a lot more, hopefully this makes the impact of Yacht Dice a little bit less, if you want that. Here's what is also does now:
 - you start with 2 dice and 2 rolls
 - there will be less locations/items at the start of you game

* ruff 🐶

* Removed printing options

* Reworded some option descriptions

* Yacht Dice: setup: change release-link to latest

On the installation page, link to the latest release, instead of the page with all releases

* Several fixes and changes

-change apworld version
-Removed the extra roll (this was not intended)
-change extra_points_added to a mutable list to that it actually does something
-removed variables multipliers_added and items_added
-Rules, don't order by quantity, just by mean_score
-Changed the weights in general to make it faster

* 🐶

* Revert setup to what it was (latest, without S)

* remove temp weights file, shouldn't be here

* Made sure that there is not too many step score multipliers.

Too many step score multipliers lead to gen fails too, probably because you need many categories for them to actually help a lot. So it's hard to use them at the start of the game.

* add filler item name

* Textual fixes and changes

* Remove Victory item and use event instead.

* Revert "Remove Victory item and use event instead."

This reverts commit c2f7d674d3.

* Changed order of options

Also changed 'both options' to 'the website'

* Rephrase the offline-play part

---------

Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2024-10-28 02:37:21 +01:00
PoryGone
b27f667a15 Core: Add Version string to Launcher title (#4107) 2024-10-28 01:53:11 +01:00
Natalie Weizenbaum
579abb33c0 Properly fall back to a world's rich_text_options_doc (#4109)
Previously, because `default(..., true)` only checks if the
left-hand-side is falsey, not just `None`, this always forced options
to render in non-rich mode if they were explicitly set to
`rich_text_doc = None`. Now it matches the intended and documented
behavior, where `None` falls back to the world's
`rich_text_options_doc` setting.
2024-10-28 00:01:41 +01:00
Nicholas Saylor
daad3d0350 SM64ex: Add links to documentation for makeflags and patches #4092 2024-10-27 01:31:56 +02:00
black-sliver
d61a76fb02 Setup: SNI: separate win7/non-win7 build, update macos naming (#4088)
* Setup: fix macos SNI download name

* Setup: prefer SNI Windows7 build on py3.8, non-7 on py3.9+
2024-10-27 00:28:47 +02:00
black-sliver
5d4684f315 WebHost: restore fragment links for glossary and faq and make titles clickable (#4103)
* WebHost: restore fragment links for glossary and faq

such as /faq/en/#what-does-multi-game-mean

* WebHost: faq, glossary: make markdown titles clickable
2024-10-26 23:10:38 +02:00
Silvris
cd7b1df650 OoT: fix plando/item links (again) #4098 2024-10-26 06:25:03 +02:00
qwint
af77b76265 Core: fix item links for alternate menu regions #4097 2024-10-26 05:59:28 +02:00
black-sliver
77ee6d73bc Setup: more typing (#4089) 2024-10-25 08:51:53 +02:00
Scipio Wright
33daebef57 TUNIC: Add prog + useful to some items #4066 2024-10-23 02:30:31 +02:00
Nocallia
05ec14e23c HK: Replace "Hook" in PreciseMovement description to "Claw" (#4078) 2024-10-23 01:26:04 +02:00
Silvris
049a8780b5 Core: fix pickling plando connections (#4054)
* shift plando pickle hack

* Update Utils.py

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>

---------

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2024-10-22 21:08:25 +02:00
Spineraks
703e3393a6 Yacht Dice: Fix logic (again) so that score doesn't drop when receiving item (#4044)
* Add the yacht dice (from other git) world to the yacht dice fork

* Update .gitignore

* Removed zillion because it doesn't work

* Update .gitignore

* added zillion again...

* Now you can have 0 extra fragments

* Added alt categories, also options

* Added item categories

* Extra categories are now working! 🐶

* changed options and added exceptions

* Testing if I change the generate.py

* Revert "Testing if I change the generate.py"

This reverts commit 7c2b3df617.

* ignore gitignore

* Delete .gitignore

* Update .gitignore

* Update .gitignore

* Update logic, added multiplicative categories

* Changed difficulties

* Update offline mode so that it works again

* Adjusted difficulty

* New version of the apworld, with 1000 as final score, always

Will still need to check difficulty and weights of adding items.
Website is not ready yet, so this version is not usable yet :)

* Changed yaml and small bug fixes

Fix when goal and max are same
Options: changed chance to weight

* no changes, just whitespaces

* changed how logic works

Now you put an array of mults and the cpu gets a couple of tries

* Changed logic, tweaked a bit too

* Preparation for 2.0

* logic tweak

* Logic for alt categories properly now

* Update setup_en.md

* Update en_YachtDice.md

* Improve performance of add_distributions

* Formatting style

* restore gitignore to APMW

* Tweaked generation parameters and methods

* Version 2.0.3

manual input option
max score in logic always 2.0.3
faster gen

* Comments and editing

* Renamed setup guide

* Improved create_items code

* init of locations: remove self.event line

* Moved setting early items to generate_early

* Add my name to CODEOWNERS

* Added Yacht Dice to the readme in list of games

* Improve performance of Yacht Dice

* newline

* Improve typing

* This is actually just slower lol

* Update worlds/yachtdice/Items.py

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>

* Apply suggestions from code review

Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>

* Update Options.py

* Styling

* finished text whichstory option

* removed roll and rollfragments; not used

* import; worlds not world :)

* Option groups!

* ruff styling, fix

* ruff format styling!

* styling and capitalization of options

* small comment

* Cleaned up the "state_is_a_list" a little bit

* RUFF 🐶

* Changed filling the itempool for efficiency

Now, we start with 17 extra items in the item pool, it's quite likely you need at least 17 items (~80%?).
And then afterwards, we delete items if we overshoot the target of 1000, and add items if we haven't reached an achievable score of 1000 yet. Also, no need to recompute the entire logic when adding points.

* 🐶

* Removed plando "fix"

* Changed indent of score multiplier

* faster location function

* Comments to docstrings

* fixed making location closest to goal_score be goal_score

* options format

* iterate keys and values of a dict together

* small optimization ListState

* faster collection of categories

* return arguments instead of making a list (will 🐶 later)

* Instead of turning it into a tuple, you can just make a tuple literal

* remove .keys()

* change .random and used enumerate

* some readability improvements

* Remove location "0", we don't use that one

* Remove lookup_id_to_name entirely

I for sure don't use it, and as far as I know it's not one of the mandatory functions for AP, these are item_name_to_id and location_name_to_id.

* .append instead of += for single items, percentile function changed

Also an extra comment for location ids.

* remove ) too many

* Removed sorted from category list

* Hash categories (which makes it slower :( )

Maybe I messed up or misunderstood...
I'll revert this right away since it is 2x slower, probably because of sorted instead of sort?

* Revert "Hash categories (which makes it slower :( )"

This reverts commit 34f2c1aed8.

* temporary push: 40% faster generation test

Small changes in logic make the generation 40% faster.
I'll have to think about how big the changes are. I suspect they are rather limited.
If this is the way to go, I'll remove the temp file and redo the YachtWeights file, I'll remove the functions there and just put the new weights here.

* Add Points item category

* Reverse changes of bad idea :)

* ruff 🐶

* Use numpy and pmf function to speed up gen

Numpy has a built-in way to sum probability mass functions (pmf).
This shaves of 60% of the generation time :D

* Revert "Use numpy and pmf function to speed up gen"

This reverts commit 9290191cb3.

* Step inbetween to change the weights

* Changed the weights to make it faster

135 -> 81 seconds on 100 random yamls

* Adjusted max_dist, split dice_simulation function

* Removed nonlocal and pass arguments instead

* Change "weight-lists" to Dict[str, float]

* Removed the return from ini_locations.

Also added explanations to cat_weights

* Choice options; dont'use .value (will ruff later)

* Only put important options in slotdata

* 🐶

* Add Dict import

* Split the cache per player, limit size to 400.

* 🐶

* added , because of style

* Update apworld version to 2.0.6

2.0.5 is the apworld I released on github to be tested
I never separately released 2.0.4.

* Multiple smaller code improvements

- changed names in YachtWeights so we don't need to translate them in Rules anymore
- we now remember which categories are present in the game, and also put this in slotdata. This we do because only one of two categories is present in a game. If for some reason both are present (plando/getitem/startinventory), we now know which category to ignore
-

* 🐶 ruff

* Mostly minimize_extra_items improvements

- Change logic, generation is now even faster (0.6s per default yaml).
- Made the option 'minimize_extra_items' do a lot more, hopefully this makes the impact of Yacht Dice a little bit less, if you want that. Here's what is also does now:
 - you start with 2 dice and 2 rolls
 - there will be less locations/items at the start of you game

* ruff 🐶

* Removed printing options

* Reworded some option descriptions

* Yacht Dice: setup: change release-link to latest

On the installation page, link to the latest release, instead of the page with all releases

* Several fixes and changes

-change apworld version
-Removed the extra roll (this was not intended)
-change extra_points_added to a mutable list to that it actually does something
-removed variables multipliers_added and items_added
-Rules, don't order by quantity, just by mean_score
-Changed the weights in general to make it faster

* 🐶

* Revert setup to what it was (latest, without S)

* remove temp weights file, shouldn't be here

* Made sure that there is not too many step score multipliers.

Too many step score multipliers lead to gen fails too, probably because you need many categories for them to actually help a lot. So it's hard to use them at the start of the game.

* add filler item name

* Textual fixes and changes

* Remove Victory item and use event instead.

* Revert "Remove Victory item and use event instead."

This reverts commit c2f7d674d3.

* Revert "Textual fixes and changes"

This reverts commit e9432f9245.

* Remove Victory item and make it an event instead

* Yacht Dice logic fix, no decreasing score when obtain item

take 2

* Logic fix: Revert max_tries and mults, change ordering

* Remove spaces :^)

* Updated weights that are stochastically ordered by dice/roll

In the trimming of the weights, sometimes it having 4 rolls would be better than having 5 rolls.
I did a check that this does not happen for any dice increment or roll increment

* Swap for-loops to increase performance

This method is faster if the first for-loop contains fewer items.
Since the function is called with, typically, `dist2` having less items, let's loop over `dist2` first. This makes the entire program 10% faster.

* Remove options with 0 chance from list

---------

Co-authored-by: NewSoupVi <57900059+NewSoupVi@users.noreply.github.com>
Co-authored-by: Exempt-Medic <60412657+Exempt-Medic@users.noreply.github.com>
2024-10-22 21:07:44 +02:00
610 changed files with 27578 additions and 9110 deletions

1
.gitattributes vendored
View File

@@ -1 +1,2 @@
worlds/blasphemous/region_data.py linguist-generated=true
worlds/yachtdice/YachtWeights.py linguist-generated=true

View File

@@ -16,7 +16,7 @@
"reportMissingImports": true,
"reportMissingTypeStubs": true,
"pythonVersion": "3.8",
"pythonVersion": "3.10",
"pythonPlatform": "Windows",
"executionEnvironments": [

View File

@@ -53,7 +53,7 @@ jobs:
- uses: actions/setup-python@v5
if: env.diff != ''
with:
python-version: 3.8
python-version: '3.10'
- name: "Install dependencies"
if: env.diff != ''

View File

@@ -24,14 +24,15 @@ env:
jobs:
# build-release-macos: # LF volunteer
build-win-py38: # RCs will still be built and signed by hand
build-win: # RCs will still be built and signed by hand
runs-on: windows-latest
steps:
- uses: actions/checkout@v4
- name: Install python
uses: actions/setup-python@v5
with:
python-version: '3.8'
python-version: '~3.12.7'
check-latest: true
- name: Download run-time dependencies
run: |
Invoke-WebRequest -Uri https://github.com/Ijwu/Enemizer/releases/download/${Env:ENEMIZER_VERSION}/win-x64.zip -OutFile enemizer.zip
@@ -111,10 +112,11 @@ jobs:
- name: Get a recent python
uses: actions/setup-python@v5
with:
python-version: '3.11'
python-version: '~3.12.7'
check-latest: true
- name: Install build-time dependencies
run: |
echo "PYTHON=python3.11" >> $GITHUB_ENV
echo "PYTHON=python3.12" >> $GITHUB_ENV
wget -nv https://github.com/AppImage/AppImageKit/releases/download/$APPIMAGETOOL_VERSION/appimagetool-x86_64.AppImage
chmod a+rx appimagetool-x86_64.AppImage
./appimagetool-x86_64.AppImage --appimage-extract

View File

@@ -47,7 +47,7 @@ jobs:
# Initializes the CodeQL tools for scanning.
- name: Initialize CodeQL
uses: github/codeql-action/init@v2
uses: github/codeql-action/init@v3
with:
languages: ${{ matrix.language }}
# If you wish to specify custom queries, you can do so here or in a config file.
@@ -58,7 +58,7 @@ jobs:
# Autobuild attempts to build any compiled languages (C/C++, C#, or Java).
# If this step fails, then you should remove it and run the build manually (see below)
- name: Autobuild
uses: github/codeql-action/autobuild@v2
uses: github/codeql-action/autobuild@v3
# Command-line programs to run using the OS shell.
# 📚 https://git.io/JvXDl
@@ -72,4 +72,4 @@ jobs:
# make release
- name: Perform CodeQL Analysis
uses: github/codeql-action/analyze@v2
uses: github/codeql-action/analyze@v3

View File

@@ -44,10 +44,11 @@ jobs:
- name: Get a recent python
uses: actions/setup-python@v5
with:
python-version: '3.11'
python-version: '~3.12.7'
check-latest: true
- name: Install build-time dependencies
run: |
echo "PYTHON=python3.11" >> $GITHUB_ENV
echo "PYTHON=python3.12" >> $GITHUB_ENV
wget -nv https://github.com/AppImage/AppImageKit/releases/download/$APPIMAGETOOL_VERSION/appimagetool-x86_64.AppImage
chmod a+rx appimagetool-x86_64.AppImage
./appimagetool-x86_64.AppImage --appimage-extract

View File

@@ -40,10 +40,10 @@ jobs:
run: |
wget https://apt.llvm.org/llvm.sh
chmod +x ./llvm.sh
sudo ./llvm.sh 17
sudo ./llvm.sh 19
- name: Install scan-build command
run: |
sudo apt install clang-tools-17
sudo apt install clang-tools-19
- name: Get a recent python
uses: actions/setup-python@v5
with:
@@ -56,7 +56,7 @@ jobs:
- name: scan-build
run: |
source venv/bin/activate
scan-build-17 --status-bugs -o scan-build-reports -disable-checker deadcode.DeadStores python setup.py build -y
scan-build-19 --status-bugs -o scan-build-reports -disable-checker deadcode.DeadStores python setup.py build -y
- name: Store report
if: failure()
uses: actions/upload-artifact@v4

View File

@@ -33,13 +33,11 @@ jobs:
matrix:
os: [ubuntu-latest]
python:
- {version: '3.8'}
- {version: '3.9'}
- {version: '3.10'}
- {version: '3.11'}
- {version: '3.12'}
include:
- python: {version: '3.8'} # win7 compat
- python: {version: '3.10'} # old compat
os: windows-latest
- python: {version: '3.12'} # current
os: windows-latest
@@ -89,4 +87,4 @@ jobs:
run: |
source venv/bin/activate
export PYTHONPATH=$(pwd)
python test/hosting/__main__.py
timeout 600 python test/hosting/__main__.py

View File

@@ -1,18 +1,16 @@
from __future__ import annotations
import collections
import itertools
import functools
import logging
import random
import secrets
import typing # this can go away when Python 3.8 support is dropped
from argparse import Namespace
from collections import Counter, deque
from collections.abc import Collection, MutableSequence
from enum import IntEnum, IntFlag
from typing import (AbstractSet, Any, Callable, ClassVar, Dict, Iterable, Iterator, List, Mapping, NamedTuple,
Optional, Protocol, Set, Tuple, Union, Type)
Optional, Protocol, Set, Tuple, Union, TYPE_CHECKING)
from typing_extensions import NotRequired, TypedDict
@@ -20,7 +18,8 @@ import NetUtils
import Options
import Utils
if typing.TYPE_CHECKING:
if TYPE_CHECKING:
from entrance_rando import ERPlacementState
from worlds import AutoWorld
@@ -231,7 +230,7 @@ class MultiWorld():
for player in self.player_ids:
world_type = AutoWorld.AutoWorldRegister.world_types[self.game[player]]
self.worlds[player] = world_type(self, player)
options_dataclass: typing.Type[Options.PerGameCommonOptions] = world_type.options_dataclass
options_dataclass: type[Options.PerGameCommonOptions] = world_type.options_dataclass
self.worlds[player].options = options_dataclass(**{option_key: getattr(args, option_key)[player]
for option_key in options_dataclass.type_hints})
@@ -341,7 +340,7 @@ class MultiWorld():
new_item.classification |= classifications[item_name]
new_itempool.append(new_item)
region = Region("Menu", group_id, self, "ItemLink")
region = Region(group["world"].origin_region_name, group_id, self, "ItemLink")
self.regions.append(region)
locations = region.locations
# ensure that progression items are linked first, then non-progression
@@ -428,12 +427,12 @@ class MultiWorld():
def get_location(self, location_name: str, player: int) -> Location:
return self.regions.location_cache[player][location_name]
def get_all_state(self, use_cache: bool) -> CollectionState:
def get_all_state(self, use_cache: bool, allow_partial_entrances: bool = False) -> CollectionState:
cached = getattr(self, "_all_state", None)
if use_cache and cached:
return cached.copy()
ret = CollectionState(self)
ret = CollectionState(self, allow_partial_entrances)
for item in self.itempool:
self.worlds[item.player].collect(ret, item)
@@ -606,6 +605,49 @@ class MultiWorld():
state.collect(location.item, True, location)
locations -= sphere
def get_sendable_spheres(self) -> Iterator[Set[Location]]:
"""
yields a set of multiserver sendable locations (location.item.code: int) for each logical sphere
If there are unreachable locations, the last sphere of reachable locations is followed by an empty set,
and then a set of all of the unreachable locations.
"""
state = CollectionState(self)
locations: Set[Location] = set()
events: Set[Location] = set()
for location in self.get_filled_locations():
if type(location.item.code) is int:
locations.add(location)
else:
events.add(location)
while locations:
sphere: Set[Location] = set()
# cull events out
done_events: Set[Union[Location, None]] = {None}
while done_events:
done_events = set()
for event in events:
if event.can_reach(state):
state.collect(event.item, True, event)
done_events.add(event)
events -= done_events
for location in locations:
if location.can_reach(state):
sphere.add(location)
yield sphere
if not sphere:
if locations:
yield locations # unreachable locations
break
for location in sphere:
state.collect(location.item, True, location)
locations -= sphere
def fulfills_accessibility(self, state: Optional[CollectionState] = None):
"""Check if accessibility rules are fulfilled with current or supplied state."""
if not state:
@@ -676,10 +718,11 @@ class CollectionState():
path: Dict[Union[Region, Entrance], PathValue]
locations_checked: Set[Location]
stale: Dict[int, bool]
allow_partial_entrances: bool
additional_init_functions: List[Callable[[CollectionState, MultiWorld], None]] = []
additional_copy_functions: List[Callable[[CollectionState, CollectionState], CollectionState]] = []
def __init__(self, parent: MultiWorld):
def __init__(self, parent: MultiWorld, allow_partial_entrances: bool = False):
self.prog_items = {player: Counter() for player in parent.get_all_ids()}
self.multiworld = parent
self.reachable_regions = {player: set() for player in parent.get_all_ids()}
@@ -688,6 +731,7 @@ class CollectionState():
self.path = {}
self.locations_checked = set()
self.stale = {player: True for player in parent.get_all_ids()}
self.allow_partial_entrances = allow_partial_entrances
for function in self.additional_init_functions:
function(self, parent)
for items in parent.precollected_items.values():
@@ -722,6 +766,8 @@ class CollectionState():
if new_region in reachable_regions:
blocked_connections.remove(connection)
elif connection.can_reach(self):
if self.allow_partial_entrances and not new_region:
continue
assert new_region, f"tried to search through an Entrance \"{connection}\" with no connected Region"
reachable_regions.add(new_region)
blocked_connections.remove(connection)
@@ -747,7 +793,9 @@ class CollectionState():
if new_region in reachable_regions:
blocked_connections.remove(connection)
elif connection.can_reach(self):
assert new_region, f"tried to search through an Entrance \"{connection}\" with no Region"
if self.allow_partial_entrances and not new_region:
continue
assert new_region, f"tried to search through an Entrance \"{connection}\" with no connected Region"
reachable_regions.add(new_region)
blocked_connections.remove(connection)
blocked_connections.update(new_region.exits)
@@ -767,6 +815,7 @@ class CollectionState():
ret.advancements = self.advancements.copy()
ret.path = self.path.copy()
ret.locations_checked = self.locations_checked.copy()
ret.allow_partial_entrances = self.allow_partial_entrances
for function in self.additional_copy_functions:
ret = function(self, ret)
return ret
@@ -931,6 +980,11 @@ class CollectionState():
self.stale[item.player] = True
class EntranceType(IntEnum):
ONE_WAY = 1
TWO_WAY = 2
class Entrance:
access_rule: Callable[[CollectionState], bool] = staticmethod(lambda state: True)
hide_path: bool = False
@@ -938,19 +992,24 @@ class Entrance:
name: str
parent_region: Optional[Region]
connected_region: Optional[Region] = None
randomization_group: int
randomization_type: EntranceType
# LttP specific, TODO: should make a LttPEntrance
addresses = None
target = None
def __init__(self, player: int, name: str = "", parent: Optional[Region] = None) -> None:
def __init__(self, player: int, name: str = "", parent: Optional[Region] = None,
randomization_group: int = 0, randomization_type: EntranceType = EntranceType.ONE_WAY) -> None:
self.name = name
self.parent_region = parent
self.player = player
self.randomization_group = randomization_group
self.randomization_type = randomization_type
def can_reach(self, state: CollectionState) -> bool:
assert self.parent_region, f"called can_reach on an Entrance \"{self}\" with no parent_region"
if self.parent_region.can_reach(state) and self.access_rule(state):
if not self.hide_path and not self in state.path:
if not self.hide_path and self not in state.path:
state.path[self] = (self.name, state.path.get(self.parent_region, (self.parent_region.name, None)))
return True
@@ -962,6 +1021,32 @@ class Entrance:
self.addresses = addresses
region.entrances.append(self)
def is_valid_source_transition(self, er_state: "ERPlacementState") -> bool:
"""
Determines whether this is a valid source transition, that is, whether the entrance
randomizer is allowed to pair it to place any other regions. By default, this is the
same as a reachability check, but can be modified by Entrance implementations to add
other restrictions based on the placement state.
:param er_state: The current (partial) state of the ongoing entrance randomization
"""
return self.can_reach(er_state.collection_state)
def can_connect_to(self, other: Entrance, dead_end: bool, er_state: "ERPlacementState") -> bool:
"""
Determines whether a given Entrance is a valid target transition, that is, whether
the entrance randomizer is allowed to pair this Entrance to that Entrance. By default,
only allows connection between entrances of the same type (one ways only go to one ways,
two ways always go to two ways) and prevents connecting an exit to itself in coupled mode.
:param other: The proposed Entrance to connect to
:param dead_end: Whether the other entrance considered a dead end by Entrance randomization
:param er_state: The current (partial) state of the ongoing entrance randomization
"""
# the implementation of coupled causes issues for self-loops since the reverse entrance will be the
# same as the forward entrance. In uncoupled they are ok.
return self.randomization_type == other.randomization_type and (not er_state.coupled or self.name != other.name)
def __repr__(self):
multiworld = self.parent_region.multiworld if self.parent_region else None
return multiworld.get_name_string_for_object(self) if multiworld else f'{self.name} (Player {self.player})'
@@ -975,7 +1060,7 @@ class Region:
entrances: List[Entrance]
exits: List[Entrance]
locations: List[Location]
entrance_type: ClassVar[Type[Entrance]] = Entrance
entrance_type: ClassVar[type[Entrance]] = Entrance
class Register(MutableSequence):
region_manager: MultiWorld.RegionManager
@@ -1075,7 +1160,7 @@ class Region:
return entrance.parent_region.get_connecting_entrance(is_main_entrance)
def add_locations(self, locations: Dict[str, Optional[int]],
location_type: Optional[Type[Location]] = None) -> None:
location_type: Optional[type[Location]] = None) -> None:
"""
Adds locations to the Region object, where location_type is your Location class and locations is a dict of
location names to address.
@@ -1111,8 +1196,18 @@ class Region:
self.exits.append(exit_)
return exit_
def create_er_target(self, name: str) -> Entrance:
"""
Creates and returns an Entrance object as an entrance to this region
:param name: name of the Entrance being created
"""
entrance = self.entrance_type(self.player, name)
entrance.connect(self)
return entrance
def add_exits(self, exits: Union[Iterable[str], Dict[str, Optional[str]]],
rules: Dict[str, Callable[[CollectionState], bool]] = None) -> None:
rules: Dict[str, Callable[[CollectionState], bool]] = None) -> List[Entrance]:
"""
Connects current region to regions in exit dictionary. Passed region names must exist first.
@@ -1122,10 +1217,14 @@ class Region:
"""
if not isinstance(exits, Dict):
exits = dict.fromkeys(exits)
for connecting_region, name in exits.items():
self.connect(self.multiworld.get_region(connecting_region, self.player),
name,
rules[connecting_region] if rules and connecting_region in rules else None)
return [
self.connect(
self.multiworld.get_region(connecting_region, self.player),
name,
rules[connecting_region] if rules and connecting_region in rules else None,
)
for connecting_region, name in exits.items()
]
def __repr__(self):
return self.multiworld.get_name_string_for_object(self) if self.multiworld else f'{self.name} (Player {self.player})'
@@ -1209,13 +1308,26 @@ class Location:
class ItemClassification(IntFlag):
filler = 0b0000 # aka trash, as in filler items like ammo, currency etc,
progression = 0b0001 # Item that is logically relevant
useful = 0b0010 # Item that is generally quite useful, but not required for anything logical
trap = 0b0100 # detrimental item
skip_balancing = 0b1000 # should technically never occur on its own
# Item that is logically relevant, but progression balancing should not touch.
# Typically currency or other counted items.
filler = 0b0000
""" aka trash, as in filler items like ammo, currency etc """
progression = 0b0001
""" Item that is logically relevant.
Protects this item from being placed on excluded or unreachable locations. """
useful = 0b0010
""" Item that is especially useful.
Protects this item from being placed on excluded or unreachable locations.
When combined with another flag like "progression", it means "an especially useful progression item". """
trap = 0b0100
""" Item that is detrimental in some way. """
skip_balancing = 0b1000
""" should technically never occur on its own
Item that is logically relevant, but progression balancing should not touch.
Typically currency or other counted items. """
progression_skip_balancing = 0b1001 # only progression gets balanced
def as_flag(self) -> int:
@@ -1264,6 +1376,14 @@ class Item:
def trap(self) -> bool:
return ItemClassification.trap in self.classification
@property
def filler(self) -> bool:
return not (self.advancement or self.useful or self.trap)
@property
def excludable(self) -> bool:
return not (self.advancement or self.useful)
@property
def flags(self) -> int:
return self.classification.as_flag()
@@ -1382,14 +1502,21 @@ class Spoiler:
# second phase, sphere 0
removed_precollected: List[Item] = []
for item in (i for i in chain.from_iterable(multiworld.precollected_items.values()) if i.advancement):
logging.debug('Checking if %s (Player %d) is required to beat the game.', item.name, item.player)
multiworld.precollected_items[item.player].remove(item)
multiworld.state.remove(item)
if not multiworld.can_beat_game():
multiworld.push_precollected(item)
else:
removed_precollected.append(item)
for precollected_items in multiworld.precollected_items.values():
# The list of items is mutated by removing one item at a time to determine if each item is required to beat
# the game, and re-adding that item if it was required, so a copy needs to be made before iterating.
for item in precollected_items.copy():
if not item.advancement:
continue
logging.debug('Checking if %s (Player %d) is required to beat the game.', item.name, item.player)
precollected_items.remove(item)
multiworld.state.remove(item)
if not multiworld.can_beat_game():
# Add the item back into `precollected_items` and collect it into `multiworld.state`.
multiworld.push_precollected(item)
else:
removed_precollected.append(item)
# we are now down to just the required progress items in collection_spheres. Unfortunately
# the previous pruning stage could potentially have made certain items dependant on others
@@ -1528,7 +1655,7 @@ class Spoiler:
[f" {location}: {item}" for (location, item) in sphere.items()] if isinstance(sphere, dict) else
[f" {item}" for item in sphere])) for (sphere_nr, sphere) in self.playthrough.items()]))
if self.unreachables:
outfile.write('\n\nUnreachable Items:\n\n')
outfile.write('\n\nUnreachable Progression Items:\n\n')
outfile.write(
'\n'.join(['%s: %s' % (unreachable.item, unreachable) for unreachable in self.unreachables]))

View File

@@ -23,7 +23,7 @@ if __name__ == "__main__":
from MultiServer import CommandProcessor
from NetUtils import (Endpoint, decode, NetworkItem, encode, JSONtoTextParser, ClientStatus, Permission, NetworkSlot,
RawJSONtoTextParser, add_json_text, add_json_location, add_json_item, JSONTypes, SlotType)
RawJSONtoTextParser, add_json_text, add_json_location, add_json_item, JSONTypes, HintStatus, SlotType)
from Utils import Version, stream_input, async_start
from worlds import network_data_package, AutoWorldRegister
import os
@@ -412,6 +412,7 @@ class CommonContext:
await self.server.socket.close()
if self.server_task is not None:
await self.server_task
self.ui.update_hints()
async def send_msgs(self, msgs: typing.List[typing.Any]) -> None:
""" `msgs` JSON serializable """
@@ -551,7 +552,14 @@ class CommonContext:
await self.ui_task
if self.input_task:
self.input_task.cancel()
# Hints
def update_hint(self, location: int, finding_player: int, status: typing.Optional[HintStatus]) -> None:
msg = {"cmd": "UpdateHint", "location": location, "player": finding_player}
if status is not None:
msg["status"] = status
async_start(self.send_msgs([msg]), name="update_hint")
# DataPackage
async def prepare_data_package(self, relevant_games: typing.Set[str],
remote_date_package_versions: typing.Dict[str, int],
@@ -710,6 +718,11 @@ class CommonContext:
def run_cli(self):
if sys.stdin:
if sys.stdin.fileno() != 0:
from multiprocessing import parent_process
if parent_process():
return # ignore MultiProcessing pipe
# steam overlay breaks when starting console_loop
if 'gameoverlayrenderer' in os.environ.get('LD_PRELOAD', ''):
logger.info("Skipping terminal input, due to conflicting Steam Overlay detected. Please use GUI only.")

82
Fill.py
View File

@@ -36,7 +36,8 @@ def sweep_from_pool(base_state: CollectionState, itempool: typing.Sequence[Item]
def fill_restrictive(multiworld: MultiWorld, base_state: CollectionState, locations: typing.List[Location],
item_pool: typing.List[Item], single_player_placement: bool = False, lock: bool = False,
swap: bool = True, on_place: typing.Optional[typing.Callable[[Location], None]] = None,
allow_partial: bool = False, allow_excluded: bool = False, name: str = "Unknown") -> None:
allow_partial: bool = False, allow_excluded: bool = False, one_item_per_player: bool = True,
name: str = "Unknown") -> None:
"""
:param multiworld: Multiworld to be filled.
:param base_state: State assumed before fill.
@@ -63,14 +64,22 @@ def fill_restrictive(multiworld: MultiWorld, base_state: CollectionState, locati
placed = 0
while any(reachable_items.values()) and locations:
# grab one item per player
items_to_place = [items.pop()
for items in reachable_items.values() if items]
if one_item_per_player:
# grab one item per player
items_to_place = [items.pop()
for items in reachable_items.values() if items]
else:
next_player = multiworld.random.choice([player for player, items in reachable_items.items() if items])
items_to_place = []
if item_pool:
items_to_place.append(reachable_items[next_player].pop())
for item in items_to_place:
for p, pool_item in enumerate(item_pool):
if pool_item is item:
item_pool.pop(p)
break
maximum_exploration_state = sweep_from_pool(
base_state, item_pool + unplaced_items, multiworld.get_filled_locations(item.player)
if single_player_placement else None)
@@ -226,18 +235,30 @@ def remaining_fill(multiworld: MultiWorld,
locations: typing.List[Location],
itempool: typing.List[Item],
name: str = "Remaining",
move_unplaceable_to_start_inventory: bool = False) -> None:
move_unplaceable_to_start_inventory: bool = False,
check_location_can_fill: bool = False) -> None:
unplaced_items: typing.List[Item] = []
placements: typing.List[Location] = []
swapped_items: typing.Counter[typing.Tuple[int, str]] = Counter()
total = min(len(itempool), len(locations))
placed = 0
# Optimisation: Decide whether to do full location.can_fill check (respect excluded), or only check the item rule
if check_location_can_fill:
state = CollectionState(multiworld)
def location_can_fill_item(location_to_fill: Location, item_to_fill: Item):
return location_to_fill.can_fill(state, item_to_fill, check_access=False)
else:
def location_can_fill_item(location_to_fill: Location, item_to_fill: Item):
return location_to_fill.item_rule(item_to_fill)
while locations and itempool:
item_to_place = itempool.pop()
spot_to_fill: typing.Optional[Location] = None
for i, location in enumerate(locations):
if location.item_rule(item_to_place):
if location_can_fill_item(location, item_to_place):
# popping by index is faster than removing by content,
spot_to_fill = locations.pop(i)
# skipping a scan for the element
@@ -258,7 +279,7 @@ def remaining_fill(multiworld: MultiWorld,
location.item = None
placed_item.location = None
if location.item_rule(item_to_place):
if location_can_fill_item(location, item_to_place):
# Add this item to the existing placement, and
# add the old item to the back of the queue
spot_to_fill = placements.pop(i)
@@ -480,7 +501,8 @@ def distribute_items_restrictive(multiworld: MultiWorld,
if prioritylocations:
# "priority fill"
fill_restrictive(multiworld, multiworld.state, prioritylocations, progitempool,
single_player_placement=single_player, swap=False, on_place=mark_for_locking, name="Priority")
single_player_placement=single_player, swap=False, on_place=mark_for_locking,
name="Priority", one_item_per_player=False)
accessibility_corrections(multiworld, multiworld.state, prioritylocations, progitempool)
defaultlocations = prioritylocations + defaultlocations
@@ -509,7 +531,8 @@ def distribute_items_restrictive(multiworld: MultiWorld,
if progitempool:
raise FillError(
f"Not enough locations for progression items. "
f"There are {len(progitempool)} more progression items than there are available locations.",
f"There are {len(progitempool)} more progression items than there are available locations.\n"
f"Unfilled locations:\n{multiworld.get_unfilled_locations()}.",
multiworld=multiworld,
)
accessibility_corrections(multiworld, multiworld.state, defaultlocations)
@@ -527,7 +550,7 @@ def distribute_items_restrictive(multiworld: MultiWorld,
if excludedlocations:
raise FillError(
f"Not enough filler items for excluded locations. "
f"There are {len(excludedlocations)} more excluded locations than filler or trap items.",
f"There are {len(excludedlocations)} more excluded locations than excludable items.",
multiworld=multiworld,
)
@@ -978,15 +1001,32 @@ def distribute_planned(multiworld: MultiWorld) -> None:
multiworld.random.shuffle(items)
count = 0
err: typing.List[str] = []
successful_pairs: typing.List[typing.Tuple[Item, Location]] = []
successful_pairs: typing.List[typing.Tuple[int, Item, Location]] = []
claimed_indices: typing.Set[typing.Optional[int]] = set()
for item_name in items:
item = multiworld.worlds[player].create_item(item_name)
index_to_delete: typing.Optional[int] = None
if from_pool:
try:
# If from_pool, try to find an existing item with this name & player in the itempool and use it
index_to_delete, item = next(
(i, item) for i, item in enumerate(multiworld.itempool)
if item.player == player and item.name == item_name and i not in claimed_indices
)
except StopIteration:
warn(
f"Could not remove {item_name} from pool for {multiworld.player_name[player]} as it's already missing from it.",
placement['force'])
item = multiworld.worlds[player].create_item(item_name)
else:
item = multiworld.worlds[player].create_item(item_name)
for location in reversed(candidates):
if (location.address is None) == (item.code is None): # either both None or both not None
if not location.item:
if location.item_rule(item):
if location.can_fill(multiworld.state, item, False):
successful_pairs.append((item, location))
successful_pairs.append((index_to_delete, item, location))
claimed_indices.add(index_to_delete)
candidates.remove(location)
count = count + 1
break
@@ -998,6 +1038,7 @@ def distribute_planned(multiworld: MultiWorld) -> None:
err.append(f"Cannot place {item_name} into already filled location {location}.")
else:
err.append(f"Mismatch between {item_name} and {location}, only one is an event.")
if count == maxcount:
break
if count < placement['count']['min']:
@@ -1005,17 +1046,16 @@ def distribute_planned(multiworld: MultiWorld) -> None:
failed(
f"Plando block failed to place {m - count} of {m} item(s) for {multiworld.player_name[player]}, error(s): {' '.join(err)}",
placement['force'])
for (item, location) in successful_pairs:
# Sort indices in reverse so we can remove them one by one
successful_pairs = sorted(successful_pairs, key=lambda successful_pair: successful_pair[0] or 0, reverse=True)
for (index, item, location) in successful_pairs:
multiworld.push_item(location, item, collect=False)
location.locked = True
logging.debug(f"Plando placed {item} at {location}")
if from_pool:
try:
multiworld.itempool.remove(item)
except ValueError:
warn(
f"Could not remove {item} from pool for {multiworld.player_name[player]} as it's already missing from it.",
placement['force'])
if index is not None: # If this item is from_pool and was found in the pool, remove it.
multiworld.itempool.pop(index)
except Exception as e:
raise Exception(

View File

@@ -110,11 +110,18 @@ def main(args=None) -> Tuple[argparse.Namespace, int]:
player_files = {}
for file in os.scandir(args.player_files_path):
fname = file.name
if file.is_file() and not fname.startswith(".") and \
if file.is_file() and not fname.startswith(".") and not fname.lower().endswith(".ini") and \
os.path.join(args.player_files_path, fname) not in {args.meta_file_path, args.weights_file_path}:
path = os.path.join(args.player_files_path, fname)
try:
weights_cache[fname] = read_weights_yamls(path)
weights_for_file = []
for doc_idx, yaml in enumerate(read_weights_yamls(path)):
if yaml is None:
logging.warning(f"Ignoring empty yaml document #{doc_idx + 1} in {fname}")
else:
weights_for_file.append(yaml)
weights_cache[fname] = tuple(weights_for_file)
except Exception as e:
raise ValueError(f"File {fname} is invalid. Please fix your yaml.") from e
@@ -453,6 +460,10 @@ def roll_settings(weights: dict, plando_options: PlandoOptions = PlandoOptions.b
raise Exception(f"Option {option_key} has to be in a game's section, not on its own.")
ret.game = get_choice("game", weights)
if not isinstance(ret.game, str):
if ret.game is None:
raise Exception('"game" not specified')
raise Exception(f"Invalid game: {ret.game}")
if ret.game not in AutoWorldRegister.world_types:
from worlds import failed_world_loads
picks = Utils.get_fuzzy_results(ret.game, list(AutoWorldRegister.world_types) + failed_world_loads, limit=1)[0]
@@ -489,7 +500,8 @@ def roll_settings(weights: dict, plando_options: PlandoOptions = PlandoOptions.b
for option_key in game_weights:
if option_key in {"triggers", *valid_keys}:
continue
logging.warning(f"{option_key} is not a valid option name for {ret.game} and is not present in triggers.")
logging.warning(f"{option_key} is not a valid option name for {ret.game} and is not present in triggers "
f"for player {ret.name}.")
if PlandoOptions.items in plando_options:
ret.plando_items = copy.deepcopy(game_weights.get("plando_items", []))
if ret.game == "A Link to the Past":

View File

@@ -1,7 +1,7 @@
MIT License
Copyright (c) 2017 LLCoolDave
Copyright (c) 2022 Berserker66
Copyright (c) 2025 Berserker66
Copyright (c) 2022 CaitSith2
Copyright (c) 2021 LegendaryLinux

View File

@@ -22,16 +22,15 @@ from os.path import isfile
from shutil import which
from typing import Callable, Optional, Sequence, Tuple, Union
import Utils
import settings
from worlds.LauncherComponents import Component, components, Type, SuffixIdentifier, icon_paths
if __name__ == "__main__":
import ModuleUpdate
ModuleUpdate.update()
from Utils import is_frozen, user_path, local_path, init_logging, open_filename, messagebox, \
is_windows, is_macos, is_linux
import settings
import Utils
from Utils import (init_logging, is_frozen, is_linux, is_macos, is_windows, local_path, messagebox, open_filename,
user_path)
from worlds.LauncherComponents import Component, components, icon_paths, SuffixIdentifier, Type
def open_host_yaml():
@@ -104,6 +103,7 @@ components.extend([
Component("Open host.yaml", func=open_host_yaml),
Component("Open Patch", func=open_patch),
Component("Generate Template Options", func=generate_yamls),
Component("Archipelago Website", func=lambda: webbrowser.open("https://archipelago.gg/")),
Component("Discord Server", icon="discord", func=lambda: webbrowser.open("https://discord.gg/8Z65BR2")),
Component("Unrated/18+ Discord Server", icon="discord", func=lambda: webbrowser.open("https://discord.gg/fqvNCCRsu4")),
Component("Browse Files", func=browse_files),
@@ -126,12 +126,13 @@ def handle_uri(path: str, launch_args: Tuple[str, ...]) -> None:
elif component.display_name == "Text Client":
text_client_component = component
from kvui import App, Button, BoxLayout, Label, Clock, Window
if client_component is None:
run_component(text_client_component, *launch_args)
return
from kvui import App, Button, BoxLayout, Label, Window
class Popup(App):
timer_label: Label
remaining_time: Optional[int]
def __init__(self):
self.title = "Connect to Multiworld"
self.icon = r"data/icon.png"
@@ -139,47 +140,29 @@ def handle_uri(path: str, launch_args: Tuple[str, ...]) -> None:
def build(self):
layout = BoxLayout(orientation="vertical")
layout.add_widget(Label(text="Select client to open and connect with."))
button_row = BoxLayout(orientation="horizontal", size_hint=(1, 0.4))
if client_component is None:
self.remaining_time = 7
label_text = (f"A game client able to parse URIs was not detected for {game}.\n"
f"Launching Text Client in 7 seconds...")
self.timer_label = Label(text=label_text)
layout.add_widget(self.timer_label)
Clock.schedule_interval(self.update_label, 1)
else:
layout.add_widget(Label(text="Select client to open and connect with."))
button_row = BoxLayout(orientation="horizontal", size_hint=(1, 0.4))
text_client_button = Button(
text=text_client_component.display_name,
on_release=lambda *args: run_component(text_client_component, *launch_args)
)
button_row.add_widget(text_client_button)
text_client_button = Button(
text=text_client_component.display_name,
on_release=lambda *args: run_component(text_client_component, *launch_args)
)
button_row.add_widget(text_client_button)
game_client_button = Button(
text=client_component.display_name,
on_release=lambda *args: run_component(client_component, *launch_args)
)
button_row.add_widget(game_client_button)
game_client_button = Button(
text=client_component.display_name,
on_release=lambda *args: run_component(client_component, *launch_args)
)
button_row.add_widget(game_client_button)
layout.add_widget(button_row)
layout.add_widget(button_row)
return layout
def update_label(self, dt):
if self.remaining_time > 1:
# countdown the timer and string replace the number
self.remaining_time -= 1
self.timer_label.text = self.timer_label.text.replace(
str(self.remaining_time + 1), str(self.remaining_time)
)
else:
# our timer is finished so launch text client and close down
run_component(text_client_component, *launch_args)
Clock.unschedule(self.update_label)
App.get_running_app().stop()
Window.close()
def _stop(self, *largs):
# see run_gui Launcher _stop comment for details
self.root_window.close()
super()._stop(*largs)
Popup().run()
@@ -241,9 +224,8 @@ refresh_components: Optional[Callable[[], None]] = None
def run_gui():
from kvui import App, ContainerLayout, GridLayout, Button, Label, ScrollBox, Widget
from kvui import App, ContainerLayout, GridLayout, Button, Label, ScrollBox, Widget, ApAsyncImage
from kivy.core.window import Window
from kivy.uix.image import AsyncImage
from kivy.uix.relativelayout import RelativeLayout
class Launcher(App):
@@ -254,7 +236,7 @@ def run_gui():
_client_layout: Optional[ScrollBox] = None
def __init__(self, ctx=None):
self.title = self.base_title
self.title = self.base_title + " " + Utils.__version__
self.ctx = ctx
self.icon = r"data/icon.png"
super().__init__()
@@ -276,8 +258,8 @@ def run_gui():
button.component = component
button.bind(on_release=self.component_action)
if component.icon != "icon":
image = AsyncImage(source=icon_paths[component.icon],
size=(38, 38), size_hint=(None, 1), pos=(5, 0))
image = ApAsyncImage(source=icon_paths[component.icon],
size=(38, 38), size_hint=(None, 1), pos=(5, 0))
box_layout = RelativeLayout(size_hint_y=None, height=40)
box_layout.add_widget(button)
box_layout.add_widget(image)

View File

@@ -235,7 +235,7 @@ class RAGameboy():
def check_command_response(self, command: str, response: bytes):
if command == "VERSION":
ok = re.match("\d+\.\d+\.\d+", response.decode('ascii')) is not None
ok = re.match(r"\d+\.\d+\.\d+", response.decode('ascii')) is not None
else:
ok = response.startswith(command.encode())
if not ok:

90
Main.py
View File

@@ -153,45 +153,38 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
# remove starting inventory from pool items.
# Because some worlds don't actually create items during create_items this has to be as late as possible.
if any(getattr(multiworld.worlds[player].options, "start_inventory_from_pool", None) for player in multiworld.player_ids):
new_items: List[Item] = []
old_items: List[Item] = []
depletion_pool: Dict[int, Dict[str, int]] = {
player: getattr(multiworld.worlds[player].options,
"start_inventory_from_pool",
StartInventoryPool({})).value.copy()
for player in multiworld.player_ids
}
for player, items in depletion_pool.items():
player_world: AutoWorld.World = multiworld.worlds[player]
for count in items.values():
for _ in range(count):
new_items.append(player_world.create_filler())
target: int = sum(sum(items.values()) for items in depletion_pool.values())
for i, item in enumerate(multiworld.itempool):
if depletion_pool[item.player].get(item.name, 0):
target -= 1
depletion_pool[item.player][item.name] -= 1
# quick abort if we have found all items
if not target:
old_items.extend(multiworld.itempool[i+1:])
break
else:
old_items.append(item)
fallback_inventory = StartInventoryPool({})
depletion_pool: Dict[int, Dict[str, int]] = {
player: getattr(multiworld.worlds[player].options, "start_inventory_from_pool", fallback_inventory).value.copy()
for player in multiworld.player_ids
}
target_per_player = {
player: sum(target_items.values()) for player, target_items in depletion_pool.items() if target_items
}
# leftovers?
if target:
for player, remaining_items in depletion_pool.items():
remaining_items = {name: count for name, count in remaining_items.items() if count}
if remaining_items:
logger.warning(f"{multiworld.get_player_name(player)}"
f" is trying to remove items from their pool that don't exist: {remaining_items}")
# find all filler we generated for the current player and remove until it matches
removables = [item for item in new_items if item.player == player]
for _ in range(sum(remaining_items.values())):
new_items.remove(removables.pop())
assert len(multiworld.itempool) == len(new_items + old_items), "Item Pool amounts should not change."
multiworld.itempool[:] = new_items + old_items
if target_per_player:
new_itempool: List[Item] = []
# Make new itempool with start_inventory_from_pool items removed
for item in multiworld.itempool:
if depletion_pool[item.player].get(item.name, 0):
depletion_pool[item.player][item.name] -= 1
else:
new_itempool.append(item)
# Create filler in place of the removed items, warn if any items couldn't be found in the multiworld itempool
for player, target in target_per_player.items():
unfound_items = {item: count for item, count in depletion_pool[player].items() if count}
if unfound_items:
player_name = multiworld.get_player_name(player)
logger.warning(f"{player_name} tried to remove items from their pool that don't exist: {unfound_items}")
needed_items = target_per_player[player] - sum(unfound_items.values())
new_itempool += [multiworld.worlds[player].create_filler() for _ in range(needed_items)]
assert len(multiworld.itempool) == len(new_itempool), "Item Pool amounts should not change."
multiworld.itempool[:] = new_itempool
multiworld.link_items()
@@ -249,6 +242,7 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
def write_multidata():
import NetUtils
from NetUtils import HintStatus
slot_data = {}
client_versions = {}
games = {}
@@ -273,10 +267,10 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
for slot in multiworld.player_ids:
slot_data[slot] = multiworld.worlds[slot].fill_slot_data()
def precollect_hint(location):
def precollect_hint(location: Location, auto_status: HintStatus):
entrance = er_hint_data.get(location.player, {}).get(location.address, "")
hint = NetUtils.Hint(location.item.player, location.player, location.address,
location.item.code, False, entrance, location.item.flags)
location.item.code, False, entrance, location.item.flags, auto_status)
precollected_hints[location.player].add(hint)
if location.item.player not in multiworld.groups:
precollected_hints[location.item.player].add(hint)
@@ -289,19 +283,22 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
if type(location.address) == int:
assert location.item.code is not None, "item code None should be event, " \
"location.address should then also be None. Location: " \
f" {location}"
f" {location}, Item: {location.item}"
assert location.address not in locations_data[location.player], (
f"Locations with duplicate address. {location} and "
f"{locations_data[location.player][location.address]}")
locations_data[location.player][location.address] = \
location.item.code, location.item.player, location.item.flags
auto_status = HintStatus.HINT_AVOID if location.item.trap else HintStatus.HINT_PRIORITY
if location.name in multiworld.worlds[location.player].options.start_location_hints:
precollect_hint(location)
if not location.item.trap: # Unspecified status for location hints, except traps
auto_status = HintStatus.HINT_UNSPECIFIED
precollect_hint(location, auto_status)
elif location.item.name in multiworld.worlds[location.item.player].options.start_hints:
precollect_hint(location)
precollect_hint(location, auto_status)
elif any([location.item.name in multiworld.worlds[player].options.start_hints
for player in multiworld.groups.get(location.item.player, {}).get("players", [])]):
precollect_hint(location)
precollect_hint(location, auto_status)
# embedded data package
data_package = {
@@ -313,11 +310,10 @@ def main(args, seed=None, baked_server_options: Optional[Dict[str, object]] = No
# get spheres -> filter address==None -> skip empty
spheres: List[Dict[int, Set[int]]] = []
for sphere in multiworld.get_spheres():
for sphere in multiworld.get_sendable_spheres():
current_sphere: Dict[int, Set[int]] = collections.defaultdict(set)
for sphere_location in sphere:
if type(sphere_location.address) is int:
current_sphere[sphere_location.player].add(sphere_location.address)
current_sphere[sphere_location.player].add(sphere_location.address)
if current_sphere:
spheres.append(dict(current_sphere))

View File

@@ -5,8 +5,15 @@ import multiprocessing
import warnings
if sys.version_info < (3, 8, 6):
raise RuntimeError("Incompatible Python Version. 3.8.7+ is supported.")
if sys.platform in ("win32", "darwin") and sys.version_info < (3, 10, 11):
# Official micro version updates. This should match the number in docs/running from source.md.
raise RuntimeError(f"Incompatible Python Version found: {sys.version_info}. Official 3.10.15+ is supported.")
elif sys.platform in ("win32", "darwin") and sys.version_info < (3, 10, 15):
# There are known security issues, but no easy way to install fixed versions on Windows for testing.
warnings.warn(f"Python Version {sys.version_info} has security issues. Don't use in production.")
elif sys.version_info < (3, 10, 1):
# Other platforms may get security backports instead of micro updates, so the number is unreliable.
raise RuntimeError(f"Incompatible Python Version found: {sys.version_info}. 3.10.1+ is supported.")
# don't run update if environment is frozen/compiled or if not the parent process (skip in subprocess)
_skip_update = bool(getattr(sys, "frozen", False) or multiprocessing.parent_process())

View File

@@ -41,7 +41,8 @@ import NetUtils
import Utils
from Utils import version_tuple, restricted_loads, Version, async_start, get_intended_text
from NetUtils import Endpoint, ClientStatus, NetworkItem, decode, encode, NetworkPlayer, Permission, NetworkSlot, \
SlotType, LocationStore
SlotType, LocationStore, Hint, HintStatus
from BaseClasses import ItemClassification
min_client_version = Version(0, 1, 6)
colorama.init()
@@ -228,7 +229,7 @@ class Context:
self.hint_cost = hint_cost
self.location_check_points = location_check_points
self.hints_used = collections.defaultdict(int)
self.hints: typing.Dict[team_slot, typing.Set[NetUtils.Hint]] = collections.defaultdict(set)
self.hints: typing.Dict[team_slot, typing.Set[Hint]] = collections.defaultdict(set)
self.release_mode: str = release_mode
self.remaining_mode: str = remaining_mode
self.collect_mode: str = collect_mode
@@ -443,7 +444,7 @@ class Context:
self.slot_info = decoded_obj["slot_info"]
self.games = {slot: slot_info.game for slot, slot_info in self.slot_info.items()}
self.groups = {slot: slot_info.group_members for slot, slot_info in self.slot_info.items()
self.groups = {slot: set(slot_info.group_members) for slot, slot_info in self.slot_info.items()
if slot_info.type == SlotType.group}
self.clients = {0: {}}
@@ -656,13 +657,29 @@ class Context:
return max(1, int(self.hint_cost * 0.01 * len(self.locations[slot])))
return 0
def recheck_hints(self, team: typing.Optional[int] = None, slot: typing.Optional[int] = None):
def recheck_hints(self, team: typing.Optional[int] = None, slot: typing.Optional[int] = None,
changed: typing.Optional[typing.Set[team_slot]] = None) -> None:
"""Refreshes the hints for the specified team/slot. Providing 'None' for either team or slot
will refresh all teams or all slots respectively. If a set is passed for 'changed', each (team,slot)
pair that has at least one hint modified will be added to the set.
"""
for hint_team, hint_slot in self.hints:
if (team is None or team == hint_team) and (slot is None or slot == hint_slot):
self.hints[hint_team, hint_slot] = {
hint.re_check(self, hint_team) for hint in
self.hints[hint_team, hint_slot]
}
if team != hint_team and team is not None:
continue # Check specified team only, all if team is None
if slot != hint_slot and slot is not None:
continue # Check specified slot only, all if slot is None
new_hints: typing.Set[Hint] = set()
for hint in self.hints[hint_team, hint_slot]:
new_hint = hint.re_check(self, hint_team)
new_hints.add(new_hint)
if hint == new_hint:
continue
for player in self.slot_set(hint.receiving_player) | {hint.finding_player}:
if changed is not None:
changed.add((hint_team,player))
if slot is not None and slot != player:
self.replace_hint(hint_team, player, hint, new_hint)
self.hints[hint_team, hint_slot] = new_hints
def get_rechecked_hints(self, team: int, slot: int):
self.recheck_hints(team, slot)
@@ -711,7 +728,7 @@ class Context:
else:
return self.player_names[team, slot]
def notify_hints(self, team: int, hints: typing.List[NetUtils.Hint], only_new: bool = False,
def notify_hints(self, team: int, hints: typing.List[Hint], only_new: bool = False,
recipients: typing.Sequence[int] = None):
"""Send and remember hints."""
if only_new:
@@ -727,15 +744,15 @@ class Context:
if not hint.local and data not in concerns[hint.finding_player]:
concerns[hint.finding_player].append(data)
# remember hints in all cases
if not hint.found:
# since hints are bidirectional, finding player and receiving player,
# we can check once if hint already exists
if hint not in self.hints[team, hint.finding_player]:
self.hints[team, hint.finding_player].add(hint)
new_hint_events.add(hint.finding_player)
for player in self.slot_set(hint.receiving_player):
self.hints[team, player].add(hint)
new_hint_events.add(player)
# since hints are bidirectional, finding player and receiving player,
# we can check once if hint already exists
if hint not in self.hints[team, hint.finding_player]:
self.hints[team, hint.finding_player].add(hint)
new_hint_events.add(hint.finding_player)
for player in self.slot_set(hint.receiving_player):
self.hints[team, player].add(hint)
new_hint_events.add(player)
self.logger.info("Notice (Team #%d): %s" % (team + 1, format_hint(self, team, hint)))
for slot in new_hint_events:
@@ -749,6 +766,17 @@ class Context:
for client in clients:
async_start(self.send_msgs(client, client_hints))
def get_hint(self, team: int, finding_player: int, seeked_location: int) -> typing.Optional[Hint]:
for hint in self.hints[team, finding_player]:
if hint.location == seeked_location:
return hint
return None
def replace_hint(self, team: int, slot: int, old_hint: Hint, new_hint: Hint) -> None:
if old_hint in self.hints[team, slot]:
self.hints[team, slot].remove(old_hint)
self.hints[team, slot].add(new_hint)
# "events"
def on_goal_achieved(self, client: Client):
@@ -947,9 +975,13 @@ def get_status_string(ctx: Context, team: int, tag: str):
tagged = len([client for client in ctx.clients[team][slot] if tag in client.tags])
completion_text = f"({len(ctx.location_checks[team, slot])}/{len(ctx.locations[slot])})"
tag_text = f" {tagged} of which are tagged {tag}" if connected and tag else ""
goal_text = " and has finished." if ctx.client_game_state[team, slot] == ClientStatus.CLIENT_GOAL else "."
status_text = (
" and has finished." if ctx.client_game_state[team, slot] == ClientStatus.CLIENT_GOAL else
" and is ready." if ctx.client_game_state[team, slot] == ClientStatus.CLIENT_READY else
"."
)
text += f"\n{ctx.get_aliased_name(team, slot)} has {connected} connection{'' if connected == 1 else 's'}" \
f"{tag_text}{goal_text} {completion_text}"
f"{tag_text}{status_text} {completion_text}"
return text
@@ -1050,14 +1082,15 @@ def register_location_checks(ctx: Context, team: int, slot: int, locations: typi
"hint_points": get_slot_points(ctx, team, slot),
"checked_locations": new_locations, # send back new checks only
}])
old_hints = ctx.hints[team, slot].copy()
ctx.recheck_hints(team, slot)
if old_hints != ctx.hints[team, slot]:
ctx.on_changed_hints(team, slot)
updated_slots: typing.Set[tuple[int, int]] = set()
ctx.recheck_hints(team, slot, updated_slots)
for hint_team, hint_slot in updated_slots:
ctx.on_changed_hints(hint_team, hint_slot)
ctx.save()
def collect_hints(ctx: Context, team: int, slot: int, item: typing.Union[int, str]) -> typing.List[NetUtils.Hint]:
def collect_hints(ctx: Context, team: int, slot: int, item: typing.Union[int, str], auto_status: HintStatus) \
-> typing.List[Hint]:
hints = []
slots: typing.Set[int] = {slot}
for group_id, group in ctx.groups.items():
@@ -1067,31 +1100,58 @@ def collect_hints(ctx: Context, team: int, slot: int, item: typing.Union[int, st
seeked_item_id = item if isinstance(item, int) else ctx.item_names_for_game(ctx.games[slot])[item]
for finding_player, location_id, item_id, receiving_player, item_flags \
in ctx.locations.find_item(slots, seeked_item_id):
found = location_id in ctx.location_checks[team, finding_player]
entrance = ctx.er_hint_data.get(finding_player, {}).get(location_id, "")
hints.append(NetUtils.Hint(receiving_player, finding_player, location_id, item_id, found, entrance,
item_flags))
prev_hint = ctx.get_hint(team, slot, location_id)
if prev_hint:
hints.append(prev_hint)
else:
found = location_id in ctx.location_checks[team, finding_player]
entrance = ctx.er_hint_data.get(finding_player, {}).get(location_id, "")
new_status = auto_status
if found:
new_status = HintStatus.HINT_FOUND
elif item_flags & ItemClassification.trap:
new_status = HintStatus.HINT_AVOID
hints.append(Hint(receiving_player, finding_player, location_id, item_id, found, entrance,
item_flags, new_status))
return hints
def collect_hint_location_name(ctx: Context, team: int, slot: int, location: str) -> typing.List[NetUtils.Hint]:
def collect_hint_location_name(ctx: Context, team: int, slot: int, location: str, auto_status: HintStatus) \
-> typing.List[Hint]:
seeked_location: int = ctx.location_names_for_game(ctx.games[slot])[location]
return collect_hint_location_id(ctx, team, slot, seeked_location)
return collect_hint_location_id(ctx, team, slot, seeked_location, auto_status)
def collect_hint_location_id(ctx: Context, team: int, slot: int, seeked_location: int) -> typing.List[NetUtils.Hint]:
def collect_hint_location_id(ctx: Context, team: int, slot: int, seeked_location: int, auto_status: HintStatus) \
-> typing.List[Hint]:
prev_hint = ctx.get_hint(team, slot, seeked_location)
if prev_hint:
return [prev_hint]
result = ctx.locations[slot].get(seeked_location, (None, None, None))
if any(result):
item_id, receiving_player, item_flags = result
found = seeked_location in ctx.location_checks[team, slot]
entrance = ctx.er_hint_data.get(slot, {}).get(seeked_location, "")
return [NetUtils.Hint(receiving_player, slot, seeked_location, item_id, found, entrance, item_flags)]
new_status = auto_status
if found:
new_status = HintStatus.HINT_FOUND
elif item_flags & ItemClassification.trap:
new_status = HintStatus.HINT_AVOID
return [Hint(receiving_player, slot, seeked_location, item_id, found, entrance, item_flags,
new_status)]
return []
def format_hint(ctx: Context, team: int, hint: NetUtils.Hint) -> str:
status_names: typing.Dict[HintStatus, str] = {
HintStatus.HINT_FOUND: "(found)",
HintStatus.HINT_UNSPECIFIED: "(unspecified)",
HintStatus.HINT_NO_PRIORITY: "(no priority)",
HintStatus.HINT_AVOID: "(avoid)",
HintStatus.HINT_PRIORITY: "(priority)",
}
def format_hint(ctx: Context, team: int, hint: Hint) -> str:
text = f"[Hint]: {ctx.player_names[team, hint.receiving_player]}'s " \
f"{ctx.item_names[ctx.slot_info[hint.receiving_player].game][hint.item]} is " \
f"at {ctx.location_names[ctx.slot_info[hint.finding_player].game][hint.location]} " \
@@ -1099,7 +1159,8 @@ def format_hint(ctx: Context, team: int, hint: NetUtils.Hint) -> str:
if hint.entrance:
text += f" at {hint.entrance}"
return text + (". (found)" if hint.found else ".")
return text + ". " + status_names.get(hint.status, "(unknown)")
def json_format_send_event(net_item: NetworkItem, receiving_player: int):
@@ -1503,7 +1564,7 @@ class ClientMessageProcessor(CommonCommandProcessor):
def get_hints(self, input_text: str, for_location: bool = False) -> bool:
points_available = get_client_points(self.ctx, self.client)
cost = self.ctx.get_hint_cost(self.client.slot)
auto_status = HintStatus.HINT_UNSPECIFIED if for_location else HintStatus.HINT_PRIORITY
if not input_text:
hints = {hint.re_check(self.ctx, self.client.team) for hint in
self.ctx.hints[self.client.team, self.client.slot]}
@@ -1529,9 +1590,9 @@ class ClientMessageProcessor(CommonCommandProcessor):
self.output(f"Sorry, \"{hint_name}\" is marked as non-hintable.")
hints = []
elif not for_location:
hints = collect_hints(self.ctx, self.client.team, self.client.slot, hint_id)
hints = collect_hints(self.ctx, self.client.team, self.client.slot, hint_id, auto_status)
else:
hints = collect_hint_location_id(self.ctx, self.client.team, self.client.slot, hint_id)
hints = collect_hint_location_id(self.ctx, self.client.team, self.client.slot, hint_id, auto_status)
else:
game = self.ctx.games[self.client.slot]
@@ -1551,16 +1612,16 @@ class ClientMessageProcessor(CommonCommandProcessor):
hints = []
for item_name in self.ctx.item_name_groups[game][hint_name]:
if item_name in self.ctx.item_names_for_game(game): # ensure item has an ID
hints.extend(collect_hints(self.ctx, self.client.team, self.client.slot, item_name))
hints.extend(collect_hints(self.ctx, self.client.team, self.client.slot, item_name, auto_status))
elif not for_location and hint_name in self.ctx.item_names_for_game(game): # item name
hints = collect_hints(self.ctx, self.client.team, self.client.slot, hint_name)
hints = collect_hints(self.ctx, self.client.team, self.client.slot, hint_name, auto_status)
elif hint_name in self.ctx.location_name_groups[game]: # location group name
hints = []
for loc_name in self.ctx.location_name_groups[game][hint_name]:
if loc_name in self.ctx.location_names_for_game(game):
hints.extend(collect_hint_location_name(self.ctx, self.client.team, self.client.slot, loc_name))
hints.extend(collect_hint_location_name(self.ctx, self.client.team, self.client.slot, loc_name, auto_status))
else: # location name
hints = collect_hint_location_name(self.ctx, self.client.team, self.client.slot, hint_name)
hints = collect_hint_location_name(self.ctx, self.client.team, self.client.slot, hint_name, auto_status)
else:
self.output(response)
@@ -1832,13 +1893,56 @@ async def process_client_cmd(ctx: Context, client: Client, args: dict):
target_item, target_player, flags = ctx.locations[client.slot][location]
if create_as_hint:
hints.extend(collect_hint_location_id(ctx, client.team, client.slot, location))
hints.extend(collect_hint_location_id(ctx, client.team, client.slot, location,
HintStatus.HINT_UNSPECIFIED))
locs.append(NetworkItem(target_item, location, target_player, flags))
ctx.notify_hints(client.team, hints, only_new=create_as_hint == 2)
if locs and create_as_hint:
ctx.save()
await ctx.send_msgs(client, [{'cmd': 'LocationInfo', 'locations': locs}])
elif cmd == 'UpdateHint':
location = args["location"]
player = args["player"]
status = args["status"]
if not isinstance(player, int) or not isinstance(location, int) \
or (status is not None and not isinstance(status, int)):
await ctx.send_msgs(client,
[{'cmd': 'InvalidPacket', "type": "arguments", "text": 'UpdateHint',
"original_cmd": cmd}])
return
hint = ctx.get_hint(client.team, player, location)
if not hint:
return # Ignored safely
if client.slot not in ctx.slot_set(hint.receiving_player):
await ctx.send_msgs(client,
[{'cmd': 'InvalidPacket', "type": "arguments", "text": 'UpdateHint: No Permission',
"original_cmd": cmd}])
return
new_hint = hint
if status is None:
return
try:
status = HintStatus(status)
except ValueError:
await ctx.send_msgs(client,
[{'cmd': 'InvalidPacket', "type": "arguments",
"text": 'UpdateHint: Invalid Status', "original_cmd": cmd}])
return
if status == HintStatus.HINT_FOUND:
await ctx.send_msgs(client,
[{'cmd': 'InvalidPacket', "type": "arguments",
"text": 'UpdateHint: Cannot manually update status to "HINT_FOUND"', "original_cmd": cmd}])
return
new_hint = new_hint.re_prioritize(ctx, status)
if hint == new_hint:
return
ctx.replace_hint(client.team, hint.finding_player, hint, new_hint)
ctx.replace_hint(client.team, hint.receiving_player, hint, new_hint)
ctx.save()
ctx.on_changed_hints(client.team, hint.finding_player)
ctx.on_changed_hints(client.team, hint.receiving_player)
elif cmd == 'StatusUpdate':
update_client_status(ctx, client, args["status"])
@@ -1960,8 +2064,10 @@ class ServerCommandProcessor(CommonCommandProcessor):
def _cmd_exit(self) -> bool:
"""Shutdown the server"""
self.ctx.server.ws_server.close()
self.ctx.exit_event.set()
try:
self.ctx.server.ws_server.close()
finally:
self.ctx.exit_event.set()
return True
@mark_raw
@@ -2141,9 +2247,9 @@ class ServerCommandProcessor(CommonCommandProcessor):
hints = []
for item_name_from_group in self.ctx.item_name_groups[game][item]:
if item_name_from_group in self.ctx.item_names_for_game(game): # ensure item has an ID
hints.extend(collect_hints(self.ctx, team, slot, item_name_from_group))
hints.extend(collect_hints(self.ctx, team, slot, item_name_from_group, HintStatus.HINT_PRIORITY))
else: # item name or id
hints = collect_hints(self.ctx, team, slot, item)
hints = collect_hints(self.ctx, team, slot, item, HintStatus.HINT_PRIORITY)
if hints:
self.ctx.notify_hints(team, hints)
@@ -2177,14 +2283,17 @@ class ServerCommandProcessor(CommonCommandProcessor):
if usable:
if isinstance(location, int):
hints = collect_hint_location_id(self.ctx, team, slot, location)
hints = collect_hint_location_id(self.ctx, team, slot, location,
HintStatus.HINT_UNSPECIFIED)
elif game in self.ctx.location_name_groups and location in self.ctx.location_name_groups[game]:
hints = []
for loc_name_from_group in self.ctx.location_name_groups[game][location]:
if loc_name_from_group in self.ctx.location_names_for_game(game):
hints.extend(collect_hint_location_name(self.ctx, team, slot, loc_name_from_group))
hints.extend(collect_hint_location_name(self.ctx, team, slot, loc_name_from_group,
HintStatus.HINT_UNSPECIFIED))
else:
hints = collect_hint_location_name(self.ctx, team, slot, location)
hints = collect_hint_location_name(self.ctx, team, slot, location,
HintStatus.HINT_UNSPECIFIED)
if hints:
self.ctx.notify_hints(team, hints)
else:
@@ -2274,6 +2383,8 @@ def parse_args() -> argparse.Namespace:
parser.add_argument('--cert_key', help="Path to SSL Certificate Key file")
parser.add_argument('--loglevel', default=defaults["loglevel"],
choices=['debug', 'info', 'warning', 'error', 'critical'])
parser.add_argument('--logtime', help="Add timestamps to STDOUT",
default=defaults["logtime"], action='store_true')
parser.add_argument('--location_check_points', default=defaults["location_check_points"], type=int)
parser.add_argument('--hint_cost', default=defaults["hint_cost"], type=int)
parser.add_argument('--disable_item_cheat', default=defaults["disable_item_cheat"], action='store_true')
@@ -2354,7 +2465,9 @@ def load_server_cert(path: str, cert_key: typing.Optional[str]) -> "ssl.SSLConte
async def main(args: argparse.Namespace):
Utils.init_logging("Server", loglevel=args.loglevel.lower())
Utils.init_logging(name="Server",
loglevel=args.loglevel.lower(),
add_timestamp=args.logtime)
ctx = Context(args.host, args.port, args.server_password, args.password, args.location_check_points,
args.hint_cost, not args.disable_item_cheat, args.release_mode, args.collect_mode,

View File

@@ -10,6 +10,14 @@ import websockets
from Utils import ByValue, Version
class HintStatus(ByValue, enum.IntEnum):
HINT_FOUND = 0
HINT_UNSPECIFIED = 1
HINT_NO_PRIORITY = 10
HINT_AVOID = 20
HINT_PRIORITY = 30
class JSONMessagePart(typing.TypedDict, total=False):
text: str
# optional
@@ -19,6 +27,8 @@ class JSONMessagePart(typing.TypedDict, total=False):
player: int
# if type == item indicates item flags
flags: int
# if type == hint_status
hint_status: HintStatus
class ClientStatus(ByValue, enum.IntEnum):
@@ -184,6 +194,7 @@ class JSONTypes(str, enum.Enum):
location_name = "location_name"
location_id = "location_id"
entrance_name = "entrance_name"
hint_status = "hint_status"
class JSONtoTextParser(metaclass=HandlerMeta):
@@ -224,7 +235,7 @@ class JSONtoTextParser(metaclass=HandlerMeta):
def _handle_player_id(self, node: JSONMessagePart):
player = int(node["text"])
node["color"] = 'magenta' if player == self.ctx.slot else 'yellow'
node["color"] = 'magenta' if self.ctx.slot_concerns_self(player) else 'yellow'
node["text"] = self.ctx.player_names[player]
return self._handle_color(node)
@@ -265,6 +276,10 @@ class JSONtoTextParser(metaclass=HandlerMeta):
node["color"] = 'blue'
return self._handle_color(node)
def _handle_hint_status(self, node: JSONMessagePart):
node["color"] = status_colors.get(node["hint_status"], "red")
return self._handle_color(node)
class RawJSONtoTextParser(JSONtoTextParser):
def _handle_color(self, node: JSONMessagePart):
@@ -297,6 +312,27 @@ def add_json_location(parts: list, location_id: int, player: int = 0, **kwargs)
parts.append({"text": str(location_id), "player": player, "type": JSONTypes.location_id, **kwargs})
status_names: typing.Dict[HintStatus, str] = {
HintStatus.HINT_FOUND: "(found)",
HintStatus.HINT_UNSPECIFIED: "(unspecified)",
HintStatus.HINT_NO_PRIORITY: "(no priority)",
HintStatus.HINT_AVOID: "(avoid)",
HintStatus.HINT_PRIORITY: "(priority)",
}
status_colors: typing.Dict[HintStatus, str] = {
HintStatus.HINT_FOUND: "green",
HintStatus.HINT_UNSPECIFIED: "white",
HintStatus.HINT_NO_PRIORITY: "slateblue",
HintStatus.HINT_AVOID: "salmon",
HintStatus.HINT_PRIORITY: "plum",
}
def add_json_hint_status(parts: list, hint_status: HintStatus, text: typing.Optional[str] = None, **kwargs):
parts.append({"text": text if text != None else status_names.get(hint_status, "(unknown)"),
"hint_status": hint_status, "type": JSONTypes.hint_status, **kwargs})
class Hint(typing.NamedTuple):
receiving_player: int
finding_player: int
@@ -305,14 +341,21 @@ class Hint(typing.NamedTuple):
found: bool
entrance: str = ""
item_flags: int = 0
status: HintStatus = HintStatus.HINT_UNSPECIFIED
def re_check(self, ctx, team) -> Hint:
if self.found:
if self.found and self.status == HintStatus.HINT_FOUND:
return self
found = self.location in ctx.location_checks[team, self.finding_player]
if found:
return Hint(self.receiving_player, self.finding_player, self.location, self.item, found, self.entrance,
self.item_flags)
return self._replace(found=found, status=HintStatus.HINT_FOUND)
return self
def re_prioritize(self, ctx, status: HintStatus) -> Hint:
if self.found and status != HintStatus.HINT_FOUND:
status = HintStatus.HINT_FOUND
if status != self.status:
return self._replace(status=status)
return self
def __hash__(self):
@@ -334,10 +377,7 @@ class Hint(typing.NamedTuple):
else:
add_json_text(parts, "'s World")
add_json_text(parts, ". ")
if self.found:
add_json_text(parts, "(found)", type="color", color="green")
else:
add_json_text(parts, "(not found)", type="color", color="red")
add_json_hint_status(parts, self.status)
return {"cmd": "PrintJSON", "data": parts, "type": "Hint",
"receiving": self.receiving_player,
@@ -383,6 +423,8 @@ class _LocationStore(dict, typing.MutableMapping[int, typing.Dict[int, typing.Tu
checked = state[team, slot]
if not checked:
# This optimizes the case where everyone connects to a fresh game at the same time.
if slot not in self:
raise KeyError(slot)
return []
return [location_id for
location_id in self[slot] if

View File

@@ -15,7 +15,7 @@ from dataclasses import dataclass
from schema import And, Optional, Or, Schema
from typing_extensions import Self
from Utils import get_fuzzy_results, is_iterable_except_str, output_path
from Utils import get_file_safe_name, get_fuzzy_results, is_iterable_except_str, output_path
if typing.TYPE_CHECKING:
from BaseClasses import MultiWorld, PlandoOptions
@@ -496,7 +496,7 @@ class TextChoice(Choice):
def __init__(self, value: typing.Union[str, int]):
assert isinstance(value, str) or isinstance(value, int), \
f"{value} is not a valid option for {self.__class__.__name__}"
f"'{value}' is not a valid option for '{self.__class__.__name__}'"
self.value = value
@property
@@ -617,17 +617,17 @@ class PlandoBosses(TextChoice, metaclass=BossMeta):
used_locations.append(location)
used_bosses.append(boss)
if not cls.valid_boss_name(boss):
raise ValueError(f"{boss.title()} is not a valid boss name.")
raise ValueError(f"'{boss.title()}' is not a valid boss name.")
if not cls.valid_location_name(location):
raise ValueError(f"{location.title()} is not a valid boss location name.")
raise ValueError(f"'{location.title()}' is not a valid boss location name.")
if not cls.can_place_boss(boss, location):
raise ValueError(f"{location.title()} is not a valid location for {boss.title()} to be placed.")
raise ValueError(f"'{location.title()}' is not a valid location for {boss.title()} to be placed.")
else:
if cls.duplicate_bosses:
if not cls.valid_boss_name(option):
raise ValueError(f"{option} is not a valid boss name.")
raise ValueError(f"'{option}' is not a valid boss name.")
else:
raise ValueError(f"{option.title()} is not formatted correctly.")
raise ValueError(f"'{option.title()}' is not formatted correctly.")
@classmethod
def can_place_boss(cls, boss: str, location: str) -> bool:
@@ -754,7 +754,7 @@ class NamedRange(Range):
elif value > self.range_end and value not in self.special_range_names.values():
raise Exception(f"{value} is higher than maximum {self.range_end} for option {self.__class__.__name__} " +
f"and is also not one of the supported named special values: {self.special_range_names}")
# See docstring
for key in self.special_range_names:
if key != key.lower():
@@ -817,18 +817,21 @@ class VerifyKeys(metaclass=FreezeValidKeys):
for item_name in self.value:
if item_name not in world.item_names:
picks = get_fuzzy_results(item_name, world.item_names, limit=1)
raise Exception(f"Item {item_name} from option {self} "
f"is not a valid item name from {world.game}. "
raise Exception(f"Item '{item_name}' from option '{self}' "
f"is not a valid item name from '{world.game}'. "
f"Did you mean '{picks[0][0]}' ({picks[0][1]}% sure)")
elif self.verify_location_name:
for location_name in self.value:
if location_name not in world.location_names:
picks = get_fuzzy_results(location_name, world.location_names, limit=1)
raise Exception(f"Location {location_name} from option {self} "
f"is not a valid location name from {world.game}. "
raise Exception(f"Location '{location_name}' from option '{self}' "
f"is not a valid location name from '{world.game}'. "
f"Did you mean '{picks[0][0]}' ({picks[0][1]}% sure)")
def __iter__(self) -> typing.Iterator[typing.Any]:
return self.value.__iter__()
class OptionDict(Option[typing.Dict[str, typing.Any]], VerifyKeys, typing.Mapping[str, typing.Any]):
default = {}
supports_weighting = False
@@ -860,6 +863,8 @@ class ItemDict(OptionDict):
verify_item_name = True
def __init__(self, value: typing.Dict[str, int]):
if any(item_count is None for item_count in value.values()):
raise Exception("Items must have counts associated with them. Please provide positive integer values in the format \"item\": count .")
if any(item_count < 1 for item_count in value.values()):
raise Exception("Cannot have non-positive item counts.")
super(ItemDict, self).__init__(value)
@@ -1106,11 +1111,11 @@ class PlandoConnections(Option[typing.List[PlandoConnection]], metaclass=Connect
used_entrances.append(entrance)
used_exits.append(exit)
if not cls.validate_entrance_name(entrance):
raise ValueError(f"{entrance.title()} is not a valid entrance.")
raise ValueError(f"'{entrance.title()}' is not a valid entrance.")
if not cls.validate_exit_name(exit):
raise ValueError(f"{exit.title()} is not a valid exit.")
raise ValueError(f"'{exit.title()}' is not a valid exit.")
if not cls.can_connect(entrance, exit):
raise ValueError(f"Connection between {entrance.title()} and {exit.title()} is invalid.")
raise ValueError(f"Connection between '{entrance.title()}' and '{exit.title()}' is invalid.")
@classmethod
def from_any(cls, data: PlandoConFromAnyType) -> Self:
@@ -1175,7 +1180,7 @@ class PlandoConnections(Option[typing.List[PlandoConnection]], metaclass=Connect
class Accessibility(Choice):
"""
Set rules for reachability of your items/locations.
**Full:** ensure everything can be reached and acquired.
**Minimal:** ensure what is needed to reach your goal can be acquired.
@@ -1193,7 +1198,7 @@ class Accessibility(Choice):
class ItemsAccessibility(Accessibility):
"""
Set rules for reachability of your items/locations.
**Full:** ensure everything can be reached and acquired.
**Minimal:** ensure what is needed to reach your goal can be acquired.
@@ -1244,12 +1249,16 @@ class CommonOptions(metaclass=OptionsMetaProperty):
progression_balancing: ProgressionBalancing
accessibility: Accessibility
def as_dict(self, *option_names: str, casing: str = "snake") -> typing.Dict[str, typing.Any]:
def as_dict(self,
*option_names: str,
casing: typing.Literal["snake", "camel", "pascal", "kebab"] = "snake",
toggles_as_bools: bool = False) -> typing.Dict[str, typing.Any]:
"""
Returns a dictionary of [str, Option.value]
:param option_names: names of the options to return
:param casing: case of the keys to return. Supports `snake`, `camel`, `pascal`, `kebab`
:param toggles_as_bools: whether toggle options should be output as bools instead of strings
"""
assert option_names, "options.as_dict() was used without any option names."
option_results = {}
@@ -1271,6 +1280,8 @@ class CommonOptions(metaclass=OptionsMetaProperty):
value = getattr(self, option_name).value
if isinstance(value, set):
value = sorted(value)
elif toggles_as_bools and issubclass(type(self).type_hints[option_name], Toggle):
value = bool(value)
option_results[display_name] = value
else:
raise ValueError(f"{option_name} not found in {tuple(type(self).type_hints)}")
@@ -1368,8 +1379,8 @@ class ItemLinks(OptionList):
picks_group = get_fuzzy_results(item_name, world.item_name_groups.keys(), limit=1)
picks_group = f" or '{picks_group[0][0]}' ({picks_group[0][1]}% sure)" if allow_item_groups else ""
raise Exception(f"Item {item_name} from item link {item_link} "
f"is not a valid item from {world.game} for {pool_name}. "
raise Exception(f"Item '{item_name}' from item link '{item_link}' "
f"is not a valid item from '{world.game}' for '{pool_name}'. "
f"Did you mean '{picks[0][0]}' ({picks[0][1]}% sure){picks_group}")
if allow_item_groups:
pool |= world.item_name_groups.get(item_name, {item_name})
@@ -1460,22 +1471,26 @@ it.
def get_option_groups(world: typing.Type[World], visibility_level: Visibility = Visibility.template) -> typing.Dict[
str, typing.Dict[str, typing.Type[Option[typing.Any]]]]:
"""Generates and returns a dictionary for the option groups of a specified world."""
option_groups = {option: option_group.name
for option_group in world.web.option_groups
for option in option_group.options}
option_to_name = {option: option_name for option_name, option in world.options_dataclass.type_hints.items()}
ordered_groups = {group.name: group.options for group in world.web.option_groups}
# add a default option group for uncategorized options to get thrown into
ordered_groups = ["Game Options"]
[ordered_groups.append(group) for group in option_groups.values() if group not in ordered_groups]
grouped_options = {group: {} for group in ordered_groups}
for option_name, option in world.options_dataclass.type_hints.items():
if visibility_level & option.visibility:
grouped_options[option_groups.get(option, "Game Options")][option_name] = option
if "Game Options" not in ordered_groups:
grouped_options = set(option for group in ordered_groups.values() for option in group)
ungrouped_options = [option for option in option_to_name if option not in grouped_options]
# only add the game options group if we have ungrouped options
if ungrouped_options:
ordered_groups = {**{"Game Options": ungrouped_options}, **ordered_groups}
# if the world doesn't have any ungrouped options, this group will be empty so just remove it
if not grouped_options["Game Options"]:
del grouped_options["Game Options"]
return grouped_options
return {
group: {
option_to_name[option]: option
for option in group_options
if (visibility_level in option.visibility and option in option_to_name)
}
for group, group_options in ordered_groups.items()
}
def generate_yaml_templates(target_folder: typing.Union[str, "pathlib.Path"], generate_hidden: bool = True) -> None:
@@ -1531,7 +1546,7 @@ def generate_yaml_templates(target_folder: typing.Union[str, "pathlib.Path"], ge
del file_data
with open(os.path.join(target_folder, game_name + ".yaml"), "w", encoding="utf-8-sig") as f:
with open(os.path.join(target_folder, get_file_safe_name(game_name) + ".yaml"), "w", encoding="utf-8-sig") as f:
f.write(res)

View File

@@ -76,6 +76,10 @@ Currently, the following games are supported:
* Kingdom Hearts 1
* Mega Man 2
* Yacht Dice
* Faxanadu
* Saving Princess
* Castlevania: Circle of the Moon
* Inscryption
For setup and instructions check out our [tutorials page](https://archipelago.gg/tutorial/).
Downloads can be found at [Releases](https://github.com/ArchipelagoMW/Archipelago/releases), including compiled

View File

@@ -243,6 +243,9 @@ class SNIContext(CommonContext):
# Once the games handled by SNIClient gets made to be remote items,
# this will no longer be needed.
async_start(self.send_msgs([{"cmd": "LocationScouts", "locations": list(new_locations)}]))
if self.client_handler is not None:
self.client_handler.on_package(self, cmd, args)
def run_gui(self) -> None:
from kvui import GameManager
@@ -633,7 +636,13 @@ async def game_watcher(ctx: SNIContext) -> None:
if not ctx.client_handler:
continue
rom_validated = await ctx.client_handler.validate_rom(ctx)
try:
rom_validated = await ctx.client_handler.validate_rom(ctx)
except Exception as e:
snes_logger.error(f"An error occurred, see logs for details: {e}")
text_file_logger = logging.getLogger()
text_file_logger.exception(e)
rom_validated = False
if not rom_validated or (ctx.auth and ctx.auth != ctx.rom):
snes_logger.warning("ROM change detected, please reconnect to the multiworld server")
@@ -649,7 +658,13 @@ async def game_watcher(ctx: SNIContext) -> None:
perf_counter = time.perf_counter()
await ctx.client_handler.game_watcher(ctx)
try:
await ctx.client_handler.game_watcher(ctx)
except Exception as e:
snes_logger.error(f"An error occurred, see logs for details: {e}")
text_file_logger = logging.getLogger()
text_file_logger.exception(e)
await snes_disconnect(ctx)
async def run_game(romfile: str) -> None:

View File

@@ -18,8 +18,8 @@ import warnings
from argparse import Namespace
from settings import Settings, get_settings
from typing import BinaryIO, Coroutine, Optional, Set, Dict, Any, Union
from typing_extensions import TypeGuard
from time import sleep
from typing import BinaryIO, Coroutine, Optional, Set, Dict, Any, Union, TypeGuard
from yaml import load, load_all, dump
try:
@@ -31,6 +31,7 @@ if typing.TYPE_CHECKING:
import tkinter
import pathlib
from BaseClasses import Region
import multiprocessing
def tuplize_version(version: str) -> Version:
@@ -46,7 +47,7 @@ class Version(typing.NamedTuple):
return ".".join(str(item) for item in self)
__version__ = "0.5.1"
__version__ = "0.6.0"
version_tuple = tuplize_version(__version__)
is_linux = sys.platform.startswith("linux")
@@ -151,8 +152,15 @@ def home_path(*path: str) -> str:
if hasattr(home_path, 'cached_path'):
pass
elif sys.platform.startswith('linux'):
home_path.cached_path = os.path.expanduser('~/Archipelago')
os.makedirs(home_path.cached_path, 0o700, exist_ok=True)
xdg_data_home = os.getenv('XDG_DATA_HOME', os.path.expanduser('~/.local/share'))
home_path.cached_path = xdg_data_home + '/Archipelago'
if not os.path.isdir(home_path.cached_path):
legacy_home_path = os.path.expanduser('~/Archipelago')
if os.path.isdir(legacy_home_path):
os.renames(legacy_home_path, home_path.cached_path)
os.symlink(home_path.cached_path, legacy_home_path)
else:
os.makedirs(home_path.cached_path, 0o700, exist_ok=True)
else:
# not implemented
home_path.cached_path = local_path() # this will generate the same exceptions we got previously
@@ -420,10 +428,11 @@ class RestrictedUnpickler(pickle.Unpickler):
if module == "builtins" and name in safe_builtins:
return getattr(builtins, name)
# used by MultiServer -> savegame/multidata
if module == "NetUtils" and name in {"NetworkItem", "ClientStatus", "Hint", "SlotType", "NetworkSlot"}:
if module == "NetUtils" and name in {"NetworkItem", "ClientStatus", "Hint",
"SlotType", "NetworkSlot", "HintStatus"}:
return getattr(self.net_utils_module, name)
# Options and Plando are unpickled by WebHost -> Generate
if module == "worlds.generic" and name in {"PlandoItem", "PlandoConnection"}:
if module == "worlds.generic" and name == "PlandoItem":
if not self.generic_properties_module:
self.generic_properties_module = importlib.import_module("worlds.generic")
return getattr(self.generic_properties_module, name)
@@ -434,7 +443,7 @@ class RestrictedUnpickler(pickle.Unpickler):
else:
mod = importlib.import_module(module)
obj = getattr(mod, name)
if issubclass(obj, self.options_module.Option):
if issubclass(obj, (self.options_module.Option, self.options_module.PlandoConnection)):
return obj
# Forbid everything else.
raise pickle.UnpicklingError(f"global '{module}.{name}' is forbidden")
@@ -483,9 +492,9 @@ def get_text_after(text: str, start: str) -> str:
loglevel_mapping = {'error': logging.ERROR, 'info': logging.INFO, 'warning': logging.WARNING, 'debug': logging.DEBUG}
def init_logging(name: str, loglevel: typing.Union[str, int] = logging.INFO, write_mode: str = "w",
log_format: str = "[%(name)s at %(asctime)s]: %(message)s",
exception_logger: typing.Optional[str] = None):
def init_logging(name: str, loglevel: typing.Union[str, int] = logging.INFO,
write_mode: str = "w", log_format: str = "[%(name)s at %(asctime)s]: %(message)s",
add_timestamp: bool = False, exception_logger: typing.Optional[str] = None):
import datetime
loglevel: int = loglevel_mapping.get(loglevel, loglevel)
log_folder = user_path("logs")
@@ -513,10 +522,14 @@ def init_logging(name: str, loglevel: typing.Union[str, int] = logging.INFO, wri
return self.condition(record)
file_handler.addFilter(Filter("NoStream", lambda record: not getattr(record, "NoFile", False)))
file_handler.addFilter(Filter("NoCarriageReturn", lambda record: '\r' not in record.msg))
root_logger.addHandler(file_handler)
if sys.stdout:
formatter = logging.Formatter(fmt='[%(asctime)s] %(message)s', datefmt='%Y-%m-%d %H:%M:%S')
stream_handler = logging.StreamHandler(sys.stdout)
stream_handler.addFilter(Filter("NoFile", lambda record: not getattr(record, "NoStream", False)))
if add_timestamp:
stream_handler.setFormatter(formatter)
root_logger.addHandler(stream_handler)
# Relay unhandled exceptions to logger.
@@ -528,7 +541,8 @@ def init_logging(name: str, loglevel: typing.Union[str, int] = logging.INFO, wri
sys.__excepthook__(exc_type, exc_value, exc_traceback)
return
logging.getLogger(exception_logger).exception("Uncaught exception",
exc_info=(exc_type, exc_value, exc_traceback))
exc_info=(exc_type, exc_value, exc_traceback),
extra={"NoStream": exception_logger is None})
return orig_hook(exc_type, exc_value, exc_traceback)
handle_exception._wrapped = True
@@ -551,7 +565,7 @@ def init_logging(name: str, loglevel: typing.Union[str, int] = logging.INFO, wri
import platform
logging.info(
f"Archipelago ({__version__}) logging initialized"
f" on {platform.platform()}"
f" on {platform.platform()} process {os.getpid()}"
f" running Python {sys.version_info.major}.{sys.version_info.minor}.{sys.version_info.micro}"
f"{' (frozen)' if is_frozen() else ''}"
)
@@ -567,6 +581,8 @@ def stream_input(stream: typing.TextIO, queue: "asyncio.Queue[str]"):
else:
if text:
queue.put_nowait(text)
else:
sleep(0.01) # non-blocking stream
from threading import Thread
thread = Thread(target=queuer, name=f"Stream handler for {stream.name}", daemon=True)
@@ -664,6 +680,19 @@ def get_input_text_from_response(text: str, command: str) -> typing.Optional[str
return None
def is_kivy_running() -> bool:
if "kivy" in sys.modules:
from kivy.app import App
return App.get_running_app() is not None
return False
def _mp_open_filename(res: "multiprocessing.Queue[typing.Optional[str]]", *args: Any) -> None:
if is_kivy_running():
raise RuntimeError("kivy should not be running in multiprocess")
res.put(open_filename(*args))
def open_filename(title: str, filetypes: typing.Iterable[typing.Tuple[str, typing.Iterable[str]]], suggest: str = "") \
-> typing.Optional[str]:
logging.info(f"Opening file input dialog for {title}.")
@@ -693,6 +722,13 @@ def open_filename(title: str, filetypes: typing.Iterable[typing.Tuple[str, typin
f'This attempt was made because open_filename was used for "{title}".')
raise e
else:
if is_macos and is_kivy_running():
# on macOS, mixing kivy and tk does not work, so spawn a new process
# FIXME: performance of this is pretty bad, and we should (also) look into alternatives
from multiprocessing import Process, Queue
res: "Queue[typing.Optional[str]]" = Queue()
Process(target=_mp_open_filename, args=(res, title, filetypes, suggest)).start()
return res.get()
try:
root = tkinter.Tk()
except tkinter.TclError:
@@ -702,6 +738,12 @@ def open_filename(title: str, filetypes: typing.Iterable[typing.Tuple[str, typin
initialfile=suggest or None)
def _mp_open_directory(res: "multiprocessing.Queue[typing.Optional[str]]", *args: Any) -> None:
if is_kivy_running():
raise RuntimeError("kivy should not be running in multiprocess")
res.put(open_directory(*args))
def open_directory(title: str, suggest: str = "") -> typing.Optional[str]:
def run(*args: str):
return subprocess.run(args, capture_output=True, text=True).stdout.split("\n", 1)[0] or None
@@ -725,9 +767,16 @@ def open_directory(title: str, suggest: str = "") -> typing.Optional[str]:
import tkinter.filedialog
except Exception as e:
logging.error('Could not load tkinter, which is likely not installed. '
f'This attempt was made because open_filename was used for "{title}".')
f'This attempt was made because open_directory was used for "{title}".')
raise e
else:
if is_macos and is_kivy_running():
# on macOS, mixing kivy and tk does not work, so spawn a new process
# FIXME: performance of this is pretty bad, and we should (also) look into alternatives
from multiprocessing import Process, Queue
res: "Queue[typing.Optional[str]]" = Queue()
Process(target=_mp_open_directory, args=(res, title, suggest)).start()
return res.get()
try:
root = tkinter.Tk()
except tkinter.TclError:
@@ -740,12 +789,6 @@ def messagebox(title: str, text: str, error: bool = False) -> None:
def run(*args: str):
return subprocess.run(args, capture_output=True, text=True).stdout.split("\n", 1)[0] or None
def is_kivy_running():
if "kivy" in sys.modules:
from kivy.app import App
return App.get_running_app() is not None
return False
if is_kivy_running():
from kvui import MessageBox
MessageBox(title, text, error).open()
@@ -824,11 +867,10 @@ def async_start(co: Coroutine[None, None, typing.Any], name: Optional[str] = Non
task.add_done_callback(_faf_tasks.discard)
def deprecate(message: str):
def deprecate(message: str, add_stacklevels: int = 0):
if __debug__:
raise Exception(message)
import warnings
warnings.warn(message)
warnings.warn(message, stacklevel=2 + add_stacklevels)
class DeprecateDict(dict):
@@ -842,10 +884,9 @@ class DeprecateDict(dict):
def __getitem__(self, item: Any) -> Any:
if self.should_error:
deprecate(self.log_message)
deprecate(self.log_message, add_stacklevels=1)
elif __debug__:
import warnings
warnings.warn(self.log_message)
warnings.warn(self.log_message, stacklevel=2)
return super().__getitem__(item)

View File

@@ -12,11 +12,12 @@ ModuleUpdate.update()
# in case app gets imported by something like gunicorn
import Utils
import settings
from Utils import get_file_safe_name
if typing.TYPE_CHECKING:
from flask import Flask
Utils.local_path.cached_path = os.path.dirname(__file__) or "." # py3.8 is not abs. remove "." when dropping 3.8
Utils.local_path.cached_path = os.path.dirname(__file__)
settings.no_gui = True
configpath = os.path.abspath("config.yaml")
if not os.path.exists(configpath): # fall back to config.yaml in home
@@ -33,7 +34,7 @@ def get_app() -> "Flask":
app.config.from_file(configpath, yaml.safe_load)
logging.info(f"Updated config from {configpath}")
# inside get_app() so it's usable in systems like gunicorn, which do not run WebHost.py, but import it.
parser = argparse.ArgumentParser()
parser = argparse.ArgumentParser(allow_abbrev=False)
parser.add_argument('--config_override', default=None,
help="Path to yaml config file that overrules config.yaml.")
args = parser.parse_known_args()[0]
@@ -71,7 +72,7 @@ def create_ordered_tutorials_file() -> typing.List[typing.Dict[str, typing.Any]]
shutil.rmtree(base_target_path, ignore_errors=True)
for game, world in worlds.items():
# copy files from world's docs folder to the generated folder
target_path = os.path.join(base_target_path, game)
target_path = os.path.join(base_target_path, get_file_safe_name(game))
os.makedirs(target_path, exist_ok=True)
if world.zip_path:

View File

@@ -9,7 +9,7 @@ from flask_compress import Compress
from pony.flask import Pony
from werkzeug.routing import BaseConverter
from Utils import title_sorted
from Utils import title_sorted, get_file_safe_name
UPLOAD_FOLDER = os.path.relpath('uploads')
LOGS_FOLDER = os.path.relpath('logs')
@@ -20,6 +20,7 @@ Pony(app)
app.jinja_env.filters['any'] = any
app.jinja_env.filters['all'] = all
app.jinja_env.filters['get_file_safe_name'] = get_file_safe_name
app.config["SELFHOST"] = True # application process is in charge of running the websites
app.config["GENERATORS"] = 8 # maximum concurrent world gens
@@ -38,6 +39,8 @@ app.config["SECRET_KEY"] = bytes(socket.gethostname(), encoding="utf-8")
app.config["JOB_THRESHOLD"] = 1
# after what time in seconds should generation be aborted, freeing the queue slot. Can be set to None to disable.
app.config["JOB_TIME"] = 600
# memory limit for generator processes in bytes
app.config["GENERATOR_MEMORY_LIMIT"] = 4294967296
app.config['SESSION_PERMANENT'] = True
# waitress uses one thread for I/O, these are for processing of views that then get sent
@@ -84,6 +87,6 @@ def register():
from WebHostLib.customserver import run_server_process
# to trigger app routing picking up on it
from . import tracker, upload, landing, check, generate, downloads, api, stats, misc, robots, options
from . import tracker, upload, landing, check, generate, downloads, api, stats, misc, robots, options, session
app.register_blueprint(api.api_endpoints)

View File

@@ -6,6 +6,7 @@ import multiprocessing
import typing
from datetime import timedelta, datetime
from threading import Event, Thread
from typing import Any
from uuid import UUID
from pony.orm import db_session, select, commit
@@ -53,7 +54,21 @@ def launch_generator(pool: multiprocessing.pool.Pool, generation: Generation):
generation.state = STATE_STARTED
def init_db(pony_config: dict):
def init_generator(config: dict[str, Any]) -> None:
try:
import resource
except ModuleNotFoundError:
pass # unix only module
else:
# set soft limit for memory to from config (default 4GiB)
soft_limit = config["GENERATOR_MEMORY_LIMIT"]
old_limit, hard_limit = resource.getrlimit(resource.RLIMIT_AS)
if soft_limit != old_limit:
resource.setrlimit(resource.RLIMIT_AS, (soft_limit, hard_limit))
logging.debug(f"Changed AS mem limit {old_limit} -> {soft_limit}")
del resource, soft_limit, hard_limit
pony_config = config["PONY"]
db.bind(**pony_config)
db.generate_mapping()
@@ -105,8 +120,8 @@ def autogen(config: dict):
try:
with Locker("autogen"):
with multiprocessing.Pool(config["GENERATORS"], initializer=init_db,
initargs=(config["PONY"],), maxtasksperchild=10) as generator_pool:
with multiprocessing.Pool(config["GENERATORS"], initializer=init_generator,
initargs=(config,), maxtasksperchild=10) as generator_pool:
with db_session:
to_start = select(generation for generation in Generation if generation.state == STATE_STARTED)

View File

@@ -105,8 +105,9 @@ def roll_options(options: Dict[str, Union[dict, str]],
plando_options=plando_options)
else:
for i, yaml_data in enumerate(yaml_datas):
rolled_results[f"{filename}/{i + 1}"] = roll_settings(yaml_data,
plando_options=plando_options)
if yaml_data is not None:
rolled_results[f"{filename}/{i + 1}"] = roll_settings(yaml_data,
plando_options=plando_options)
except Exception as e:
if e.__cause__:
results[filename] = f"Failed to generate options in {filename}: {e} - {e.__cause__}"

View File

@@ -31,11 +31,11 @@ def get_meta(options_source: dict, race: bool = False) -> Dict[str, Union[List[s
server_options = {
"hint_cost": int(options_source.get("hint_cost", ServerOptions.hint_cost)),
"release_mode": options_source.get("release_mode", ServerOptions.release_mode),
"remaining_mode": options_source.get("remaining_mode", ServerOptions.remaining_mode),
"collect_mode": options_source.get("collect_mode", ServerOptions.collect_mode),
"release_mode": str(options_source.get("release_mode", ServerOptions.release_mode)),
"remaining_mode": str(options_source.get("remaining_mode", ServerOptions.remaining_mode)),
"collect_mode": str(options_source.get("collect_mode", ServerOptions.collect_mode)),
"item_cheat": bool(int(options_source.get("item_cheat", not ServerOptions.disable_item_cheat))),
"server_password": options_source.get("server_password", None),
"server_password": str(options_source.get("server_password", None)),
}
generator_options = {
"spoiler": int(options_source.get("spoiler", GeneratorOptions.spoiler)),

View File

@@ -18,13 +18,6 @@ def get_world_theme(game_name: str):
return 'grass'
@app.before_request
def register_session():
session.permanent = True # technically 31 days after the last visit
if not session.get("_id", None):
session["_id"] = uuid4() # uniquely identify each session without needing a login
@app.errorhandler(404)
@app.errorhandler(jinja2.exceptions.TemplateNotFound)
def page_not_found(err):
@@ -77,7 +70,13 @@ def faq(lang: str):
return render_template(
"markdown_document.html",
title="Frequently Asked Questions",
html_from_markdown=markdown.markdown(document, extensions=["mdx_breakless_lists"]),
html_from_markdown=markdown.markdown(
document,
extensions=["toc", "mdx_breakless_lists"],
extension_configs={
"toc": {"anchorlink": True}
}
),
)
@@ -90,7 +89,13 @@ def glossary(lang: str):
return render_template(
"markdown_document.html",
title="Glossary",
html_from_markdown=markdown.markdown(document, extensions=["mdx_breakless_lists"]),
html_from_markdown=markdown.markdown(
document,
extensions=["toc", "mdx_breakless_lists"],
extension_configs={
"toc": {"anchorlink": True}
}
),
)

View File

@@ -1,13 +1,11 @@
flask>=3.0.3
werkzeug>=3.0.4
werkzeug>=3.0.6
pony>=0.7.19
waitress>=3.0.0
Flask-Caching>=2.3.0
Flask-Compress>=1.15
Flask-Limiter>=3.8.0
bokeh>=3.1.1; python_version <= '3.8'
bokeh>=3.4.3; python_version == '3.9'
bokeh>=3.5.2; python_version >= '3.10'
bokeh>=3.5.2
markupsafe>=2.1.5
Markdown>=3.7
mdx-breakless-lists>=1.0.1

31
WebHostLib/session.py Normal file
View File

@@ -0,0 +1,31 @@
from uuid import uuid4, UUID
from flask import session, render_template
from WebHostLib import app
@app.before_request
def register_session():
session.permanent = True # technically 31 days after the last visit
if not session.get("_id", None):
session["_id"] = uuid4() # uniquely identify each session without needing a login
@app.route('/session')
def show_session():
return render_template(
"session.html",
)
@app.route('/session/<string:_id>')
def set_session(_id: str):
new_id: UUID = UUID(_id, version=4)
old_id: UUID = session["_id"]
if old_id != new_id:
session["_id"] = new_id
return render_template(
"session.html",
old_id=old_id,
)

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@@ -28,7 +28,7 @@
font-weight: normal;
font-family: LondrinaSolid-Regular, sans-serif;
text-transform: uppercase;
cursor: pointer;
cursor: pointer; /* TODO: remove once we drop showdown.js */
width: 100%;
text-shadow: 1px 1px 4px #000000;
}
@@ -37,7 +37,7 @@
font-size: 38px;
font-weight: normal;
font-family: LondrinaSolid-Light, sans-serif;
cursor: pointer;
cursor: pointer; /* TODO: remove once we drop showdown.js */
width: 100%;
margin-top: 20px;
margin-bottom: 0.5rem;
@@ -50,7 +50,7 @@
font-family: LexendDeca-Regular, sans-serif;
text-transform: none;
text-align: left;
cursor: pointer;
cursor: pointer; /* TODO: remove once we drop showdown.js */
width: 100%;
margin-bottom: 0.5rem;
}
@@ -59,7 +59,7 @@
font-family: LexendDeca-Regular, sans-serif;
text-transform: none;
font-size: 24px;
cursor: pointer;
cursor: pointer; /* TODO: remove once we drop showdown.js */
margin-bottom: 24px;
}
@@ -67,20 +67,29 @@
font-family: LexendDeca-Regular, sans-serif;
text-transform: none;
font-size: 22px;
cursor: pointer;
cursor: pointer; /* TODO: remove once we drop showdown.js */
}
.markdown h6, .markdown details summary.h6{
font-family: LexendDeca-Regular, sans-serif;
text-transform: none;
font-size: 20px;
cursor: pointer;;
cursor: pointer; /* TODO: remove once we drop showdown.js */
}
.markdown h4, .markdown h5, .markdown h6{
margin-bottom: 0.5rem;
}
.markdown h1 > a,
.markdown h2 > a,
.markdown h3 > a,
.markdown h4 > a,
.markdown h5 > a,
.markdown h6 > a {
color: inherit;
}
.markdown ul{
margin-top: 0.5rem;
margin-bottom: 0.5rem;

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